* Terrain now resends when it's been tainted. This means you should be able to load terrains and see the results without relogging. (Just wait for the next Backup call -- once every two minutes). Needs testing.
parent
bd7c1f6d07
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0ede8140e7
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@ -231,9 +231,16 @@ namespace OpenSim.world
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localStorage.SaveMap(Terrain.getHeights1D());
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localStorage.SaveMap(Terrain.getHeights1D());
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics.");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics.");
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phyScene.SetTerrain(Terrain.getHeights1D());
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phyScene.SetTerrain(Terrain.getHeights1D());
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// Needs optimising to just send patches which have changed.
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain changed, informing Clients.");
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foreach (ClientView client in m_clientThreads.Values)
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{
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this.SendLayerData(client);
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}
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}
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}
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// Primitive backup routines
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// Primitive backup routines -- should only do if there's been a change.
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Backing up Primitives");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Backing up Primitives");
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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{
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