make tests happy again; try to speedup crossings
parent
8152e47a4a
commit
433e529512
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@ -142,8 +142,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat.Tests
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// children.
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// children.
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sceneWest.Update(3);
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sceneWest.Update(4);
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sceneEast.Update(3);
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sceneEast.Update(4);
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sp1.DrawDistance += 64;
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sp2.DrawDistance += 64;
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sceneWest.Update(2);
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sceneEast.Update(2);
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// Check child positions are correct.
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// Check child positions are correct.
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Assert.AreEqual(
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Assert.AreEqual(
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@ -233,8 +237,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat.Tests
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// children.
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// children.
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sceneNorth.Update(3);
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sceneNorth.Update(4);
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sceneSouth.Update(3);
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sceneSouth.Update(4);
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sp1.DrawDistance += 64;
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sp2.DrawDistance += 64;
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sceneNorth.Update(2);
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sceneSouth.Update(2);
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// Check child positions are correct.
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// Check child positions are correct.
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Assert.AreEqual(
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Assert.AreEqual(
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@ -2168,8 +2168,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_inTransit = false;
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m_inTransit = false;
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// Tell the client that we're ready to send rest
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// Tell the client that we're ready to send rest
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m_gotRegionHandShake = false; // allow it
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if (!gotCrossUpdate)
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ControllingClient.SendRegionHandshake();
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{
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m_gotRegionHandShake = false; // allow it if not a crossing
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ControllingClient.SendRegionHandshake();
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}
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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@ -2300,6 +2303,22 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsNPC)
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if (!IsNPC)
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{
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{
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if(gotCrossUpdate)
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{
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// Create child agents in neighbouring regions
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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{
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m_agentTransfer.EnableChildAgents(this);
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}
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m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
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m_lastChildAgentUpdatePosition = AbsolutePosition;
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m_lastChildAgentUpdateDrawDistance = DrawDistance;
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m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
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m_childUpdatesBusy = false; // allow them
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}
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// send the rest of the world
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// send the rest of the world
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if (m_teleportFlags > 0 || m_currentParcelHide)
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if (m_teleportFlags > 0 || m_currentParcelHide)
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//SendInitialDataToMe();
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//SendInitialDataToMe();
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@ -4001,8 +4020,8 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
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m_callbackURI = null;
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m_callbackURI = null;
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NeedInitialData = 4;
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//NeedInitialData = 4;
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return;
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//return;
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}
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}
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// v0.7 close HG sender region
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// v0.7 close HG sender region
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if (!string.IsNullOrEmpty(m_newCallbackURI))
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if (!string.IsNullOrEmpty(m_newCallbackURI))
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@ -4018,8 +4037,8 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_newCallbackURI);
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_newCallbackURI);
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m_newCallbackURI = null;
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m_newCallbackURI = null;
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NeedInitialData = 4;
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//NeedInitialData = 4;
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return;
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//return;
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}
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}
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// Create child agents in neighbouring regions
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// Create child agents in neighbouring regions
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