From 4370f0e1810fd51134c85a4cc5bf1cc8d21ec8c2 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Mon, 19 Dec 2011 19:19:05 +0000 Subject: [PATCH] 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. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 3c519411d1..754d05e4db 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -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 |