Minor tweak in ProcessEntityUpdates (mostly just confirming the git push is working)
parent
bf5c81d77e
commit
5d8638ed88
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@ -3476,13 +3476,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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int updatesThisCall = 0;
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lock (m_entityUpdates.SyncRoot)
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{
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EntityUpdate update;
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while (m_entityUpdates.TryDequeue(out update))
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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++updatesThisCall;
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#region UpdateFlags to packet type conversion
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PrimUpdateFlags updateFlags = update.Flags;
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@ -3552,10 +3555,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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#endregion Block Construction
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++updatesThisCall;
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if (maxUpdates > 0 && updatesThisCall >= maxUpdates)
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break;
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}
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}
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