Remove entities from updates queues on kill. Do it sync so enqueues after
the kill workavinationmerge
parent
8fd836c299
commit
63d1916f51
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@ -134,6 +134,21 @@ namespace OpenSim.Framework
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return true;
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}
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public void Remove(List<uint> ids)
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{
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LookupItem lookup;
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foreach (uint localid in ids)
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{
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if (m_lookupTable.TryGetValue(localid, out lookup))
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{
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lookup.Heap.Remove(lookup.Handle);
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m_lookupTable.Remove(localid);
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}
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}
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}
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/// <summary>
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/// Remove an item from one of the queues. Specifically, it removes the
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/// oldest item from the next queue in order to provide fair access to
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@ -1660,6 +1660,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// foreach (uint id in localIDs)
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// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
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// remove pending entities
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lock (m_entityProps.SyncRoot)
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m_entityProps.Remove(localIDs);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Remove(localIDs);
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KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
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// TODO: don't create new blocks if recycling an old packet
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kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
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