Fix agent animation updates
parent
42b96a8be0
commit
5db8dcb563
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@ -3703,209 +3703,166 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int updatesThisCall = 0;
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int updatesThisCall = 0;
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//<MIC>
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// DEBUGGING CODE... REMOVE
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// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
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//</MIC>
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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// condition where a kill can be processed before an out-of-date update for the same object.
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float avgTimeDilation = 1.0f;
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float avgTimeDilation = 1.0f;
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lock (m_killRecord)
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EntityUpdate update;
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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while (updatesThisCall < m_maxUpdates)
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{
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{
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EntityUpdate update;
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lock (m_entityUpdates.SyncRoot)
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
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break;
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avgTimeDilation += update.TimeDilation;
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avgTimeDilation *= 0.5f;
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while (updatesThisCall < m_maxUpdates)
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if (update.Entity is SceneObjectPart)
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{
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{
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lock (m_entityUpdates.SyncRoot)
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
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break;
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avgTimeDilation += update.TimeDilation;
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avgTimeDilation *= 0.5f;
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if (update.Entity is SceneObjectPart)
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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lock (m_killRecord)
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{
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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if (m_killRecord.Contains(part.LocalId))
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continue;
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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}
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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if (part.ParentGroup.IsDeleted)
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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continue;
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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lock (m_killRecord)
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{
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if (m_killRecord.Contains(part.LocalId))
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continue;
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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}
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if (part.ParentGroup.IsDeleted)
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if (part.ParentGroup.IsAttachment)
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{ // Someone else's HUD, why are we getting these?
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if (part.ParentGroup.OwnerID != AgentId &&
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part.ParentGroup.RootPart.Shape.State >= 30)
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continue;
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ScenePresence sp;
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// Owner is not in the sim, don't update it to
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// anyone
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if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
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continue;
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continue;
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if (part.ParentGroup.IsAttachment)
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List<SceneObjectGroup> atts = sp.Attachments;
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{ // Someone else's HUD, why are we getting these?
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bool found = false;
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if (part.ParentGroup.OwnerID != AgentId &&
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foreach (SceneObjectGroup att in atts)
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part.ParentGroup.RootPart.Shape.State >= 30)
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continue;
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ScenePresence sp;
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// Owner is not in the sim, don't update it to
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// anyone
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if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
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continue;
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List<SceneObjectGroup> atts = sp.Attachments;
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bool found = false;
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foreach (SceneObjectGroup att in atts)
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{
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if (att == part.ParentGroup)
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{
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found = true;
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break;
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}
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}
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// It's an attachment of a valid avatar, but
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// doesn't seem to be attached, skip
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if (!found)
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continue;
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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if (att == part.ParentGroup)
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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{
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{
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part.Shape.LightEntry = false;
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found = true;
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break;
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}
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}
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}
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}
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// It's an attachment of a valid avatar, but
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// doesn't seem to be attached, skip
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if (!found)
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continue;
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}
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}
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++updatesThisCall;
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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{
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part.Shape.LightEntry = false;
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}
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}
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}
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#region UpdateFlags to packet type conversion
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++updatesThisCall;
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PrimUpdateFlags updateFlags = update.Flags;
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#region UpdateFlags to packet type conversion
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bool canUseCompressed = true;
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PrimUpdateFlags updateFlags = update.Flags;
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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bool canUseCompressed = true;
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if (!(update.Entity is SceneObjectPart))
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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{
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canUseCompressed = false;
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canUseCompressed = false;
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}
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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{
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canUseCompressed = false;
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canUseImproved = false;
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canUseImproved = false;
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}
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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}
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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canUseImproved = false;
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}
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}
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#endregion UpdateFlags to packet type conversion
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#region Block Construction
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// TODO: Remove this once we can build compressed updates
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canUseCompressed = false;
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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// string text = sop.Text;
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// if (text.IndexOf("\n") >= 0)
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// text = text.Remove(text.IndexOf("\n"));
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//
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// if (m_attachmentsSent.Contains(sop.ParentID))
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// {
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//// m_log.DebugFormat(
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//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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//// sop.LocalId, text);
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//
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// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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// m_attachmentsSent.Add(sop.LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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// sop.LocalId, text, sop.ParentID);
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//
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// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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// }
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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// }
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}
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}
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else if (!canUseImproved)
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{
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compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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}
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else
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{
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if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
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// Self updates go into a special list
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terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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else
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// Everything else goes here
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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}
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#endregion Block Construction
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}
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}
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#endregion UpdateFlags to packet type conversion
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#region Block Construction
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// TODO: Remove this once we can build compressed updates
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canUseCompressed = false;
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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}
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}
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else if (!canUseImproved)
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{
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compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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}
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else
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{
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if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
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// Self updates go into a special list
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terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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else
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// Everything else goes here
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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}
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#endregion Block Construction
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}
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}
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#region Packet Sending
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#region Packet Sending
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