Stop unnecessarily sending the TextureEntry in client avatar updates.

As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars.  This is done via the AvatarAppearance packet instead.
Tested this back to viewer 1.23.
Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-12-19 19:19:05 +00:00
parent 48ea503c33
commit 4370f0e181
1 changed files with 7 additions and 1 deletions

View File

@ -4887,8 +4887,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
update.Scale = new Vector3(0.45f, 0.6f, 1.9f);
update.Text = Utils.EmptyBytes;
update.TextColor = new byte[4];
// Don't send texture anim for avatars - this has no meaning for them.
update.TextureAnim = Utils.EmptyBytes;
update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
// Don't send texture entry for avatars here - this is accomplished via the AvatarAppearance packet
update.TextureEntry = Utils.EmptyBytes;
// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
update.UpdateFlags = (uint)(
PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |