slow down culling kills even more
parent
acebfeb5c9
commit
33655e40df
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@ -4404,6 +4404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
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HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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List<uint> kills = new List<uint>();
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List<uint> kills = new List<uint>();
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int killedParst = 0;
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EntityBase[] entities = m_scene.Entities.GetEntities();
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EntityBase[] entities = m_scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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foreach (EntityBase e in entities)
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@ -4434,10 +4435,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(inview)
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if(inview)
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{
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{
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kills.Add(grp.LocalId);
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kills.Add(grp.LocalId);
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if (kills.Count > 100)
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killedParst = grp.PrimCount;
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if (killedParst > 200 )
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{
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{
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SendKillObject(kills);
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SendKillObject(kills);
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kills.Clear();
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kills.Clear();
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killedParst = 0;
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Thread.Sleep(50);
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Thread.Sleep(50);
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if(mysp != null && !mysp.IsDeleted)
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if(mysp != null && !mysp.IsDeleted)
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{
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{
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