Fix agent animation updates
parent
42b96a8be0
commit
5db8dcb563
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@ -3703,16 +3703,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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// condition where a kill can be processed before an out-of-date update for the same object.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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lock (m_killRecord)
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{
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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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@ -3814,14 +3808,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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@ -3858,36 +3845,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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@ -3906,7 +3864,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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