change SOP updates throttles again. Small values of omega on llSetTargetOmega where skiped
parent
1fdd56f987
commit
539c006cb8
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@ -3042,11 +3042,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsSelected)
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if (!IsSelected)
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RootPart.UpdateLookAt();
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RootPart.UpdateLookAt();
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double now = Util.GetTimeStampMS();
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RootPart.SendScheduledUpdates(now);
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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for (int i = 0; i < parts.Length; i++)
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{
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{
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SceneObjectPart part = parts[i];
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SceneObjectPart part = parts[i];
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part.SendScheduledUpdates();
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if(part != RootPart)
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part.SendScheduledUpdates(now);
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}
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}
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}
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}
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@ -3113,7 +3116,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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RootPart.SendFullUpdateToAllClientsInternal();
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RootPart.SendFullUpdateToAllClientsInternal();
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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for (int i = 0; i < parts.Length; i++)
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{
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{
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@ -3256,10 +3256,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup == null)
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if (ParentGroup == null)
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return;
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return;
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if (ParentGroup.Scene == null)
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return;
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if(ParentGroup.Scene.GetNumberOfClients() == 0)
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return;
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ParentGroup.QueueForUpdateCheck(); // just in case
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lock(UpdateFlagLock)
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lock(UpdateFlagLock)
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{
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{
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ParentGroup.QueueForUpdateCheck(); // just in case
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if(UpdateFlag != UpdateRequired.FULL)
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if(UpdateFlag != UpdateRequired.FULL)
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{
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{
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UpdateFlag = UpdateRequired.FULL;
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UpdateFlag = UpdateRequired.FULL;
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@ -3268,10 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// UUID, Name, TimeStampFull);
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// UUID, Name, TimeStampFull);
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
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}
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}
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}
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}
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
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}
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}
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/// <summary>
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/// <summary>
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@ -3282,6 +3287,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (ParentGroup == null)
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if (ParentGroup == null)
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return;
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return;
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if (ParentGroup.Scene == null)
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return;
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ParentGroup.HasGroupChanged = true;
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if(ParentGroup.Scene.GetNumberOfClients() == 0)
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return;
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// This was pulled from SceneViewer. Attachments always receive full updates.
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// This was pulled from SceneViewer. Attachments always receive full updates.
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// This is needed because otherwise if only the root prim changes position, then
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// This is needed because otherwise if only the root prim changes position, then
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@ -3292,23 +3304,19 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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}
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}
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ParentGroup.QueueForUpdateCheck();
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lock(UpdateFlagLock)
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lock(UpdateFlagLock)
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{
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{
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if (UpdateFlag == UpdateRequired.NONE)
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if (UpdateFlag == UpdateRequired.NONE)
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{
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.QueueForUpdateCheck();
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UpdateFlag = UpdateRequired.TERSE;
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UpdateFlag = UpdateRequired.TERSE;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
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// UUID, Name, TimeStampTerse);
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// UUID, Name);
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}
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}
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
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}
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}
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
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}
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}
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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@ -3428,34 +3436,30 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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}
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private const float ROTATION_TOLERANCE = 0.01f;
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private const float ROTATION_TOLERANCE = 0.01f;
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private const float VELOCITY_TOLERANCE = 0.1f; // terse update vel has low resolution
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private const float VELOCITY_TOLERANCE = 0.1f;
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private const float ANGVELOCITY_TOLERANCE = 0.005f;
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private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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private const double TIME_MS_TOLERANCE = 200f; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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/// <summary>
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/// <summary>
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/// Tell all the prims which have had updates scheduled
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/// Tell all the prims which have had updates scheduled
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/// </summary>
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/// </summary>
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public void SendScheduledUpdates()
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public void SendScheduledUpdates(double now)
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{
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{
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UpdateRequired currentUpdate;
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bool sendterse = false;
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bool sendfull = false;
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lock(UpdateFlagLock)
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lock(UpdateFlagLock)
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{
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{
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currentUpdate = UpdateFlag;
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switch (UpdateFlag)
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ClearUpdateSchedule();
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{
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}
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case UpdateRequired.NONE:
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break;
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switch (currentUpdate)
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case UpdateRequired.TERSE:
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{
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sendterse = true;
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case UpdateRequired.NONE:
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break;
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case UpdateRequired.TERSE:
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bool needupdate = true;
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lock(UpdateFlagLock)
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{
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double now = Util.GetTimeStampMS();
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Vector3 curvel = Velocity;
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Vector3 curvel = Velocity;
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Vector3 curacc = Acceleration;
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Vector3 curacc = Acceleration;
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Vector3 angvel = AngularVelocity;
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Vector3 angvel = AngularVelocity;
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@ -3470,8 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
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Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
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Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
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break;
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break;
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// velocity change is also direction not only norm)
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if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
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Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
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@ -3507,12 +3510,12 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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break;
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}
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}
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if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
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if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
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Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
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Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
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Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
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break;
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break;
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// viewer interpolators have a limit of 128m/s
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// viewer interpolators have a limit of 64rad/s
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float ax = Math.Abs(angvel.X);
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float ax = Math.Abs(angvel.X);
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if(ax > 64.0)
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if(ax > 64.0)
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break;
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break;
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@ -3524,20 +3527,19 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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break;
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if (
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if (
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ax < VELOCITY_TOLERANCE &&
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ax < ANGVELOCITY_TOLERANCE &&
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ay < VELOCITY_TOLERANCE &&
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ay < ANGVELOCITY_TOLERANCE &&
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az < VELOCITY_TOLERANCE &&
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az < ANGVELOCITY_TOLERANCE &&
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!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
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!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
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)
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)
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break;
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break;
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needupdate = false;
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sendterse = false;
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break;
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break;
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}
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}
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if(needupdate)
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if(sendterse)
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{
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{
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// Update the "last" values
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// Update the "last" values
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m_lastPosition = AbsolutePosition;
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m_lastPosition = AbsolutePosition;
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m_lastRotation = RotationOffset;
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m_lastRotation = RotationOffset;
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@ -3545,25 +3547,38 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastAcceleration = curacc;
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m_lastAcceleration = curacc;
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m_lastAngularVelocity = angvel;
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m_lastAngularVelocity = angvel;
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m_lastUpdateSentTime = now;
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m_lastUpdateSentTime = now;
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ClearUpdateSchedule();
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}
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}
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}
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break;
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if(needupdate)
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case UpdateRequired.FULL:
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{
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m_lastPosition = AbsolutePosition;
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ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
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m_lastRotation = RotationOffset;
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{
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m_lastVelocity = Velocity;
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SendTerseUpdateToClient(client);
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m_lastAcceleration = Acceleration;
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});
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m_lastAngularVelocity = AngularVelocity;
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}
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m_lastUpdateSentTime = now;
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break;
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ClearUpdateSchedule();
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sendfull = true;
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case UpdateRequired.FULL:
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break;
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SendFullUpdateToAllClientsInternal();
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}
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break;
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}
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if(sendterse)
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{
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ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
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{
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SendTerseUpdateToClient(client);
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});
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}
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else if(sendfull)
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{
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ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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SendFullUpdate(avatar.ControllingClient);
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});
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Send a terse update to all clients
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/// Send a terse update to all clients
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/// </summary>
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/// </summary>
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@ -3571,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (ParentGroup == null || ParentGroup.Scene == null)
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if (ParentGroup == null || ParentGroup.Scene == null)
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return;
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return;
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lock(UpdateFlagLock)
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lock(UpdateFlagLock)
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{
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{
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if(UpdateFlag != UpdateRequired.NONE)
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if(UpdateFlag != UpdateRequired.NONE)
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