give up on Lazy<T>
parent
237cf1ced6
commit
611cfc83d6
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@ -185,7 +185,6 @@ namespace OpenSim.Framework
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newMap[ind++] = m_heightmap[xx, yy];
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return newMap;
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}
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public TerrainData Clone()
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@ -44,11 +44,11 @@ using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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using AssetLandmark = OpenSim.Framework.AssetLandmark;
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using RegionFlags = OpenMetaverse.RegionFlags;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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using RegionFlags = OpenMetaverse.RegionFlags;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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@ -1169,7 +1169,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(GATRP, ThrottleOutPacketType.Task);
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}
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public virtual bool CanSendLayerData()
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{
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int n = m_udpClient.GetPacketsQueuedCount(ThrottleOutPacketType.Land);
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@ -4093,21 +4092,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ResendPrimUpdate(update);
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}
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private List<ObjectUpdatePacket.ObjectDataBlock> objectUpdateBlocks = new List<ObjectUpdatePacket.ObjectDataBlock>();
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private List<ObjectUpdateCompressedPacket.ObjectDataBlock> compressedUpdateBlocks = new List<ObjectUpdateCompressedPacket.ObjectDataBlock>();
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private List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseAgentUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private void ProcessEntityUpdates(int maxUpdatesBytes)
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{
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if (!IsActive)
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return;
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OpenSim.Framework.Lazy<List<EntityUpdate>> objectUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<SceneObjectPart>> ObjectAnimationUpdates = new OpenSim.Framework.Lazy<List<SceneObjectPart>>();
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List<ObjectUpdatePacket.ObjectDataBlock> objectUpdateBlocks = null;
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List<ObjectUpdateCompressedPacket.ObjectDataBlock> compressedUpdateBlocks = null;
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseUpdateBlocks = null;
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseAgentUpdateBlocks = null;
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List<EntityUpdate> objectUpdates = null;
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List<EntityUpdate> compressedUpdates = null;
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List<EntityUpdate> terseUpdates = null;
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List<EntityUpdate> terseAgentUpdates = null;
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List<SceneObjectPart> ObjectAnimationUpdates = null;
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// Check to see if this is a flush
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if (maxUpdatesBytes <= 0)
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@ -4284,7 +4282,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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if ( sop.Animations != null)
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{
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ObjectAnimationUpdates.Value.Add(sop);
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if(ObjectAnimationUpdates == null)
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ObjectAnimationUpdates = new List<SceneObjectPart>();
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ObjectAnimationUpdates.Add(sop);
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maxUpdatesBytes -= 32 * sop.Animations.Count + 16;
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}
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}
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@ -4344,14 +4344,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (update.Entity is ScenePresence)
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{
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// ALL presence updates go into a special list
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if (terseAgentUpdateBlocks == null)
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{
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terseAgentUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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terseAgentUpdates = new List<EntityUpdate>();
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}
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terseAgentUpdateBlocks.Add(ablock);
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terseAgentUpdates.Value.Add(update);
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terseAgentUpdates.Add(update);
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}
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else
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{
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// Everything else goes here
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if (terseAgentUpdateBlocks == null)
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{
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terseAgentUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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terseAgentUpdates = new List<EntityUpdate>();
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}
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terseUpdateBlocks.Add(ablock);
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terseUpdates.Value.Add(update);
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terseUpdates.Add(update);
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}
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maxUpdatesBytes -= ablock.Length;
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}
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@ -4362,8 +4372,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ablock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
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else
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ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, mysp);
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if(objectUpdateBlocks == null)
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{
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objectUpdateBlocks = new List<ObjectUpdatePacket.ObjectDataBlock>();
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objectUpdates = new List<EntityUpdate>();
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}
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objectUpdateBlocks.Add(ablock);
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objectUpdates.Value.Add(update);
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objectUpdates.Add(update);
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maxUpdatesBytes -= ablock.Length;
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}
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@ -4379,7 +4394,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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timeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
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if (terseAgentUpdateBlocks.Count > 0)
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if (terseAgentUpdateBlocks!= null)
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{
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ImprovedTerseObjectUpdatePacket packet
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= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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@ -4388,10 +4403,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData = terseAgentUpdateBlocks.ToArray();
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terseAgentUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
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OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates, oPacket); });
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}
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if (objectUpdateBlocks.Count > 0)
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if (objectUpdateBlocks != null)
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{
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ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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@ -4399,10 +4414,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData = objectUpdateBlocks.ToArray();
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objectUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates, oPacket); });
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}
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if (compressedUpdateBlocks.Count > 0)
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if (compressedUpdateBlocks != null)
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{
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ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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@ -4410,10 +4425,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData = compressedUpdateBlocks.ToArray();
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compressedUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates, oPacket); });
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}
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if (terseUpdateBlocks.Count > 0)
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if (terseUpdateBlocks != null)
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{
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ImprovedTerseObjectUpdatePacket packet = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
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PacketType.ImprovedTerseObjectUpdate);
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@ -4422,39 +4437,42 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData = terseUpdateBlocks.ToArray();
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terseUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates, oPacket); });
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}
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foreach (SceneObjectPart sop in ObjectAnimationUpdates.Value)
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if(ObjectAnimationUpdates != null)
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{
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if (sop.Animations == null)
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continue;
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SceneObjectGroup sog = sop.ParentGroup;
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if (sog == null || sog.IsDeleted)
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continue;
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SceneObjectPart root = sog.RootPart;
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if (root == null || root.Shape == null || !root.Shape.MeshFlagEntry)
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continue;
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UUID[] ids = null;
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int[] seqs = null;
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int count = sop.GetAnimations(out ids, out seqs);
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if(count < 0)
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continue;
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ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
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ani.Sender = new ObjectAnimationPacket.SenderBlock();
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ani.Sender.ID = sop.UUID;
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ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[sop.Animations.Count];
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for(int i = 0; i< count; i++)
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foreach (SceneObjectPart sop in ObjectAnimationUpdates)
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{
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ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
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ani.AnimationList[i].AnimID = ids[i];
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ani.AnimationList[i].AnimSequenceID = seqs[i];
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if (sop.Animations == null)
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continue;
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SceneObjectGroup sog = sop.ParentGroup;
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if (sog == null || sog.IsDeleted)
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continue;
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SceneObjectPart root = sog.RootPart;
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if (root == null || root.Shape == null || !root.Shape.MeshFlagEntry)
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continue;
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UUID[] ids = null;
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int[] seqs = null;
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int count = sop.GetAnimations(out ids, out seqs);
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if(count < 0)
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continue;
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ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
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ani.Sender = new ObjectAnimationPacket.SenderBlock();
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ani.Sender.ID = sop.UUID;
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ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[sop.Animations.Count];
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for(int i = 0; i< count; i++)
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{
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ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
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ani.AnimationList[i].AnimID = ids[i];
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ani.AnimationList[i].AnimSequenceID = seqs[i];
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}
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OutPacket(ani, ThrottleOutPacketType.Task, true);
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}
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OutPacket(ani, ThrottleOutPacketType.Task);
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}
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#endregion Packet Sending
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@ -5750,14 +5768,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Don't send texture entry for avatars here - this is accomplished via the AvatarAppearance packet
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update.TextureEntry = Utils.EmptyBytes;
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// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
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/* all this flags seem related to prims and not avatars. This allow for wrong viewer side move of a avatar in prim edition mode (anv mantis 854)
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update.UpdateFlags = (uint)(
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PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
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PrimFlags.ObjectOwnerModify);
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*/
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update.UpdateFlags = 0;
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return update;
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@ -43,7 +43,6 @@ using OpenSim.Region.Framework.Scenes.Types;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenSim.Services.Interfaces;
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using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
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namespace OpenSim.Region.Framework.Scenes
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{
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