Thank you, Teravus for: Solution for 'after using physical prim with MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.

afrisby
Charles Krinke 2007-11-05 04:33:06 +00:00
parent 76aa5b81b0
commit 7eff1572cb
2 changed files with 15 additions and 4 deletions

View File

@ -579,8 +579,12 @@ namespace OpenSim.Region.Environment.Scenes
{ {
AddTerseUpdateToAllAvatars(); AddTerseUpdateToAllAvatars();
ClearUpdateSchedule(); ClearUpdateSchedule();
if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
{
// Only send the constant terse updates on physical objects!
ScheduleTerseUpdate(); ScheduleTerseUpdate();
} }
}
else else
{ {
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes

View File

@ -124,10 +124,17 @@ namespace OpenSim.DataStore.MonoSqlite
lock (ds) lock (ds)
{ {
foreach (SceneObjectPart prim in obj.Children.Values) foreach (SceneObjectPart prim in obj.Children.Values)
{
if ((prim.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0)
{ {
MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID); MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID);
addPrim(prim, obj.UUID, regionUUID); addPrim(prim, obj.UUID, regionUUID);
} }
else
{
MainLog.Instance.Verbose("DATASTORE", "Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID);
}
}
} }
Commit(); Commit();