diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 5b2484d760..4abb6e2d75 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -3703,209 +3703,166 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int updatesThisCall = 0;
-//
-// DEBUGGING CODE... REMOVE
-// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
-//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
float avgTimeDilation = 1.0f;
- lock (m_killRecord)
+ EntityUpdate update;
+ Int32 timeinqueue; // this is just debugging code & can be dropped later
+
+ while (updatesThisCall < m_maxUpdates)
{
- EntityUpdate update;
- Int32 timeinqueue; // this is just debugging code & can be dropped later
-
- while (updatesThisCall < m_maxUpdates)
+ lock (m_entityUpdates.SyncRoot)
+ if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
+ break;
+ avgTimeDilation += update.TimeDilation;
+ avgTimeDilation *= 0.5f;
+
+ if (update.Entity is SceneObjectPart)
{
- lock (m_entityUpdates.SyncRoot)
- if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
- break;
- avgTimeDilation += update.TimeDilation;
- avgTimeDilation *= 0.5f;
+ SceneObjectPart part = (SceneObjectPart)update.Entity;
- if (update.Entity is SceneObjectPart)
+ // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
+ // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
+ // safety measure.
+ //
+ // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
+ // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
+ // updates and kills on different threads with different scheduling strategies, hence this protection.
+ //
+ // This doesn't appear to apply to child prims - a client will happily ignore these updates
+ // after the root prim has been deleted.
+ lock (m_killRecord)
{
- SceneObjectPart part = (SceneObjectPart)update.Entity;
+ if (m_killRecord.Contains(part.LocalId))
+ continue;
+ if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
+ continue;
+ }
- // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
- // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
- // safety measure.
- //
- // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
- // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
- // updates and kills on different threads with different scheduling strategies, hence this protection.
- //
- // This doesn't appear to apply to child prims - a client will happily ignore these updates
- // after the root prim has been deleted.
- lock (m_killRecord)
- {
- if (m_killRecord.Contains(part.LocalId))
- continue;
- if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
- continue;
- }
+ if (part.ParentGroup.IsDeleted)
+ continue;
- if (part.ParentGroup.IsDeleted)
+ if (part.ParentGroup.IsAttachment)
+ { // Someone else's HUD, why are we getting these?
+ if (part.ParentGroup.OwnerID != AgentId &&
+ part.ParentGroup.RootPart.Shape.State >= 30)
+ continue;
+ ScenePresence sp;
+ // Owner is not in the sim, don't update it to
+ // anyone
+ if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
continue;
- if (part.ParentGroup.IsAttachment)
- { // Someone else's HUD, why are we getting these?
- if (part.ParentGroup.OwnerID != AgentId &&
- part.ParentGroup.RootPart.Shape.State >= 30)
- continue;
- ScenePresence sp;
- // Owner is not in the sim, don't update it to
- // anyone
- if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
- continue;
-
- List atts = sp.Attachments;
- bool found = false;
- foreach (SceneObjectGroup att in atts)
- {
- if (att == part.ParentGroup)
- {
- found = true;
- break;
- }
- }
-
- // It's an attachment of a valid avatar, but
- // doesn't seem to be attached, skip
- if (!found)
- continue;
- }
-
- if (part.ParentGroup.IsAttachment && m_disableFacelights)
+ List atts = sp.Attachments;
+ bool found = false;
+ foreach (SceneObjectGroup att in atts)
{
- if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
- part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
+ if (att == part.ParentGroup)
{
- part.Shape.LightEntry = false;
+ found = true;
+ break;
}
}
+
+ // It's an attachment of a valid avatar, but
+ // doesn't seem to be attached, skip
+ if (!found)
+ continue;
}
- ++updatesThisCall;
+ if (part.ParentGroup.IsAttachment && m_disableFacelights)
+ {
+ if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
+ part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
+ {
+ part.Shape.LightEntry = false;
+ }
+ }
+ }
- #region UpdateFlags to packet type conversion
+ ++updatesThisCall;
- PrimUpdateFlags updateFlags = update.Flags;
+ #region UpdateFlags to packet type conversion
- bool canUseCompressed = true;
- bool canUseImproved = true;
+ PrimUpdateFlags updateFlags = update.Flags;
- // Compressed object updates only make sense for LL primitives
- if (!(update.Entity is SceneObjectPart))
+ bool canUseCompressed = true;
+ bool canUseImproved = true;
+
+ // Compressed object updates only make sense for LL primitives
+ if (!(update.Entity is SceneObjectPart))
+ {
+ canUseCompressed = false;
+ }
+
+ if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
+ {
+ canUseCompressed = false;
+ canUseImproved = false;
+ }
+ else
+ {
+ if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
+ updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
canUseCompressed = false;
}
- if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
+ if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
+ updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
+ updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Text) ||
+ updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
+ updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
+ updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Material) ||
+ updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
+ updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
+ updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
- canUseCompressed = false;
canUseImproved = false;
}
- else
- {
- if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
- updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
- updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
- updateFlags.HasFlag(PrimUpdateFlags.Joint))
- {
- if (update.Entity is ScenePresence)
- {
- objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
- }
- else
- {
- objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
- }
- }
-
- if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
- updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
- updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
- updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
- updateFlags.HasFlag(PrimUpdateFlags.Text) ||
- updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
- updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
- updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
- updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
- updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
- updateFlags.HasFlag(PrimUpdateFlags.Material) ||
- updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
- updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
- updateFlags.HasFlag(PrimUpdateFlags.Joint))
- {
- canUseImproved = false;
- }
- }
-
- #endregion UpdateFlags to packet type conversion
-
- #region Block Construction
-
- // TODO: Remove this once we can build compressed updates
- canUseCompressed = false;
-
- if (!canUseImproved && !canUseCompressed)
- {
- if (update.Entity is ScenePresence)
- {
- objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
- }
- else
- {
- // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
- // {
- // SceneObjectPart sop = (SceneObjectPart)update.Entity;
- // string text = sop.Text;
- // if (text.IndexOf("\n") >= 0)
- // text = text.Remove(text.IndexOf("\n"));
- //
- // if (m_attachmentsSent.Contains(sop.ParentID))
- // {
- //// m_log.DebugFormat(
- //// "[CLIENT]: Sending full info about attached prim {0} text {1}",
- //// sop.LocalId, text);
- //
- // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
- //
- // m_attachmentsSent.Add(sop.LocalId);
- // }
- // else
- // {
- // m_log.DebugFormat(
- // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
- // sop.LocalId, text, sop.ParentID);
- //
- // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
- // }
- // }
- // else
- // {
- objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
- // }
- }
- }
- else if (!canUseImproved)
- {
- compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
- }
- else
- {
- if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
- // Self updates go into a special list
- terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
- else
- // Everything else goes here
- terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
- }
-
- #endregion Block Construction
}
+
+ #endregion UpdateFlags to packet type conversion
+
+ #region Block Construction
+
+ // TODO: Remove this once we can build compressed updates
+ canUseCompressed = false;
+
+ if (!canUseImproved && !canUseCompressed)
+ {
+ if (update.Entity is ScenePresence)
+ {
+ objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
+ }
+ else
+ {
+ objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
+ }
+ }
+ else if (!canUseImproved)
+ {
+ compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
+ }
+ else
+ {
+ if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
+ // Self updates go into a special list
+ terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
+ else
+ // Everything else goes here
+ terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
+ }
+
+ #endregion Block Construction
}
#region Packet Sending