Ensure that the first update sent out for any given prim is a full update

soprefactor
Melanie Thielker 2010-05-21 07:37:55 +02:00 committed by Melanie
parent 213e372253
commit 792e149c7e
1 changed files with 11 additions and 0 deletions

View File

@ -325,6 +325,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_cachedTextureSerial;
private PriorityQueue<double, EntityUpdate> m_entityUpdates;
private Dictionary<uint, bool> m_seenPrims = new Dictionary<uint, bool>();
/// <value>
/// List used in construction of data blocks for an object update packet. This is to stop us having to
@ -3495,7 +3496,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
canUseCompressed = false;
}
else
{
if (!m_seenPrims.ContainsKey(((SceneObjectPart)update.Entity).LocalId))
{
updateFlags = PrimUpdateFlags.FullUpdate;
m_seenPrims[((SceneObjectPart)update.Entity).LocalId] = true;
}
}
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{