Comment out the attachment update reordering mechanism in LLClientView since this doesn't appear necessary when the prim priorities are adjusted so that root prim updates are always sent before child prim updates.
parent
db73b1c64e
commit
21246395be
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@ -331,7 +331,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </value>
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protected HashSet<uint> m_killRecord;
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protected HashSet<uint> m_attachmentsSent;
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// protected HashSet<uint> m_attachmentsSent;
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private int m_moneyBalance;
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private int m_animationSequenceNumber = 1;
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@ -429,7 +429,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
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m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
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m_killRecord = new HashSet<uint>();
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m_attachmentsSent = new HashSet<uint>();
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// m_attachmentsSent = new HashSet<uint>();
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m_assetService = m_scene.RequestModuleInterface<IAssetService>();
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m_hyperAssets = m_scene.RequestModuleInterface<IHyperAssetService>();
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@ -3416,7 +3416,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(objupdate, ThrottleOutPacketType.Task);
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// We need to record the avatar local id since the root prim of an attachment points to this.
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m_attachmentsSent.Add(avatar.LocalId);
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// m_attachmentsSent.Add(avatar.LocalId);
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}
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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@ -3553,36 +3553,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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{
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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string text = sop.Text;
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if (text.IndexOf("\n") >= 0)
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text = text.Remove(text.IndexOf("\n"));
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if (m_attachmentsSent.Contains(sop.ParentID))
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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// string text = sop.Text;
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// if (text.IndexOf("\n") >= 0)
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// text = text.Remove(text.IndexOf("\n"));
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//
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// if (m_attachmentsSent.Contains(sop.ParentID))
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// {
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//// m_log.DebugFormat(
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//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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//// sop.LocalId, text);
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//
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// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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// m_attachmentsSent.Add(sop.LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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// sop.LocalId, text);
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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m_attachmentsSent.Add(sop.LocalId);
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}
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else
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{
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m_log.DebugFormat(
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"[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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sop.LocalId, text, sop.ParentID);
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m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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}
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}
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else
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{
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// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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// sop.LocalId, text, sop.ParentID);
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//
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// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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// }
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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}
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// }
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}
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}
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else if (!canUseImproved)
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