Add a method to flush the prim update buffers once a frame, since the timer
appear to be too slow to be useful, or fail too fire. I may remove the timers as a consequence if this.0.6.5-rc1
parent
eedf216eba
commit
36dd346a91
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@ -1045,6 +1045,10 @@ namespace OpenSim.Client.MXP.ClientStack
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Session.Send(me);
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Session.Send(me);
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}
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}
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public void FlushPrimUpdates()
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{
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}
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public void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, bool fetchFolders, bool fetchItems)
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public void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, bool fetchFolders, bool fetchItems)
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{
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{
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// Need to translate to MXP somehow
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// Need to translate to MXP somehow
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@ -593,6 +593,11 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
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throw new System.NotImplementedException();
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throw new System.NotImplementedException();
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}
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}
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public void FlushPrimUpdates()
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{
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throw new System.NotImplementedException();
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}
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public void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, bool fetchFolders, bool fetchItems)
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public void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, bool fetchFolders, bool fetchItems)
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{
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{
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throw new System.NotImplementedException();
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throw new System.NotImplementedException();
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@ -902,6 +902,8 @@ namespace OpenSim.Framework
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List<InventoryFolderBase> folders, bool fetchFolders,
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List<InventoryFolderBase> folders, bool fetchFolders,
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bool fetchItems);
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bool fetchItems);
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void FlushPrimUpdates();
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void SendInventoryItemDetails(UUID ownerID, InventoryItemBase item);
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void SendInventoryItemDetails(UUID ownerID, InventoryItemBase item);
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/// <summary>
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/// <summary>
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@ -3141,6 +3141,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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public void FlushPrimUpdates()
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{
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while (m_primFullUpdates.Count > 0)
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{
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ProcessPrimFullUpdates(this, null);
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}
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while (m_primTerseUpdates.Count > 0)
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{
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ProcessPrimTerseUpdates(this, null);
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}
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}
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public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
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public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
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{
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{
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AssetUploadCompletePacket newPack = new AssetUploadCompletePacket();
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AssetUploadCompletePacket newPack = new AssetUploadCompletePacket();
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@ -543,6 +543,10 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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{
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}
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}
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public void FlushPrimUpdates()
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{
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}
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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List<InventoryItemBase> items,
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List<InventoryItemBase> items,
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List<InventoryFolderBase> folders,
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List<InventoryFolderBase> folders,
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@ -840,6 +840,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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ControllingClient.FlushPrimUpdates();
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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}
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}
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@ -631,6 +631,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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}
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}
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public void FlushPrimUpdates()
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{
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}
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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List<InventoryItemBase> items,
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List<InventoryItemBase> items,
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List<InventoryFolderBase> folders,
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List<InventoryFolderBase> folders,
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@ -630,6 +630,10 @@ namespace OpenSim.Tests.Common.Mock
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{
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{
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}
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}
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public void FlushPrimUpdates()
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{
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}
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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public virtual void SendInventoryFolderDetails(UUID ownerID, UUID folderID,
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List<InventoryItemBase> items,
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List<InventoryItemBase> items,
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List<InventoryFolderBase> folders,
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List<InventoryFolderBase> folders,
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