make KFM use scheduled terse updates. This may increase some rubber band, but is needed, and should work better with recent changes on sop terseupdates control

0.9.0-post-fixes
UbitUmarov 2017-07-16 00:48:04 +01:00
parent ad46a29d9e
commit 101413ddd9
1 changed files with 14 additions and 12 deletions

View File

@ -483,8 +483,8 @@ namespace OpenSim.Region.Framework.Scenes
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero; m_group.RootPart.AngularVelocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate(); m_group.RootPart.ScheduleTerseUpdate();
m_frames.Clear(); m_frames.Clear();
} }
@ -496,8 +496,8 @@ namespace OpenSim.Region.Framework.Scenes
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero; m_group.RootPart.AngularVelocity = Vector3.Zero;
m_skippedUpdates = 1000; m_skippedUpdates = 1000;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate(); m_group.RootPart.ScheduleTerseUpdate();
} }
public void Suspend() public void Suspend()
@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero; m_group.RootPart.AngularVelocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
m_group.RootPart.ScheduleTerseUpdate();
m_frames.Clear(); m_frames.Clear();
} }
@ -673,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_skippedUpdates = 1000; m_skippedUpdates = 1000;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
m_group.RootPart.ScheduleTerseUpdate();
} }
return; return;
} }
@ -797,7 +798,8 @@ namespace OpenSim.Region.Framework.Scenes
m_lastPosUpdate = m_nextPosition; m_lastPosUpdate = m_nextPosition;
m_lastRotationUpdate = m_group.GroupRotation; m_lastRotationUpdate = m_group.GroupRotation;
m_skippedUpdates = 0; m_skippedUpdates = 0;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
m_group.RootPart.ScheduleTerseUpdate();
} }
} }
@ -842,8 +844,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_skippedUpdates = 1000; m_skippedUpdates = 1000;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate(); m_group.RootPart.ScheduleTerseUpdate();
} }
} }
@ -855,8 +857,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_skippedUpdates = 1000; m_skippedUpdates = 1000;
m_group.SendGroupRootTerseUpdate(); // m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate(); m_group.RootPart.ScheduleTerseUpdate();
if (m_running) if (m_running)
{ {