Remove some pointless code in CheckAgentUpdateSignificance()
parent
3b8e7ff013
commit
42e5856464
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@ -5574,40 +5574,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// <summary>
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/// This checks the update significance against the last update made.
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/// This checks the update significance against the last update made.
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/// </summary>
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/// </summary>
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/// <remarks>Can only be called by one thread at a time, and not at the same time as </remarks>
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/// <remarks>Can only be called by one thread at a time</remarks>
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///
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/// <returns>/returns>
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/// <returns>/returns>
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/// <param name='x'></param>
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/// <param name='x'></param>
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public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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{
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bool update = false;
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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bool update =
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(
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(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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(x.Far != m_lastAgentUpdateArgs.Far) ||
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(x.Flags != m_lastAgentUpdateArgs.Flags) ||
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(x.State != m_lastAgentUpdateArgs.State) ||
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(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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(x.AgentID != m_lastAgentUpdateArgs.AgentID)
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);
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if (m_lastAgentUpdateArgs != null)
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{
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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update =
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(
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(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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(x.Far != m_lastAgentUpdateArgs.Far) ||
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(x.Flags != m_lastAgentUpdateArgs.Flags) ||
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(x.State != m_lastAgentUpdateArgs.State) ||
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(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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(x.AgentID != m_lastAgentUpdateArgs.AgentID)
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);
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}
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else
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{
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m_lastAgentUpdateArgs = new AgentUpdateArgs();
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update = true;
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}
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if (update)
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if (update)
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{
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{
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