Thank you, Teravus for: Solution for 'after using physical prim with MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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@ -579,8 +579,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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AddTerseUpdateToAllAvatars();
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AddTerseUpdateToAllAvatars();
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ClearUpdateSchedule();
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ClearUpdateSchedule();
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if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
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{
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// Only send the constant terse updates on physical objects!
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ScheduleTerseUpdate();
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ScheduleTerseUpdate();
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}
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}
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}
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else
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else
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{
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{
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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@ -124,10 +124,17 @@ namespace OpenSim.DataStore.MonoSqlite
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lock (ds)
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lock (ds)
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{
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{
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foreach (SceneObjectPart prim in obj.Children.Values)
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foreach (SceneObjectPart prim in obj.Children.Values)
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{
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if ((prim.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0)
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{
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{
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MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID);
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MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID);
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addPrim(prim, obj.UUID, regionUUID);
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addPrim(prim, obj.UUID, regionUUID);
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}
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}
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else
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{
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MainLog.Instance.Verbose("DATASTORE", "Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID);
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}
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}
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}
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}
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Commit();
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Commit();
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