change locking on sop updates
parent
e9b7971929
commit
82e2e1e00c
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@ -657,6 +657,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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if(!m_scene.IsRunning)
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return sog;
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if (root.KeyframeMotion != null)
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if (root.KeyframeMotion != null)
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root.KeyframeMotion.StartCrossingCheck();
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root.KeyframeMotion.StartCrossingCheck();
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@ -3018,12 +3021,13 @@ namespace OpenSim.Region.Framework.Scenes
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// If we somehow got here to updating the SOG and its root part is not scheduled for update,
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// If we somehow got here to updating the SOG and its root part is not scheduled for update,
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// check to see if the physical position or rotation warrant an update.
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// check to see if the physical position or rotation warrant an update.
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/*
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if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
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if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
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{
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{
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// rootpart SendScheduledUpdates will check if a update is needed
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// rootpart SendScheduledUpdates will check if a update is needed
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m_rootPart.UpdateFlag = UpdateRequired.TERSE;
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m_rootPart.UpdateFlag = UpdateRequired.TERSE;
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}
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}
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*/
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if (IsAttachment)
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if (IsAttachment)
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{
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{
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ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
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ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
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@ -238,12 +238,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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public bool SoundQueueing { get; set; }
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public bool SoundQueueing { get; set; }
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public uint TimeStampFull;
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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public uint TimeStampTerse;
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[XmlIgnore]
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[XmlIgnore]
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public Quaternion AttachRotation = Quaternion.Identity;
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public Quaternion AttachRotation = Quaternion.Identity;
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@ -1219,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public UpdateRequired UpdateFlag { get; set; }
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public UpdateRequired UpdateFlag { get; set; }
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private object UpdateFlagLock = new object();
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/// <summary>
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/// <summary>
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/// Used for media on a prim.
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/// Used for media on a prim.
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@ -1641,8 +1636,10 @@ namespace OpenSim.Region.Framework.Scenes
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PhysActor.SetMaterial((int)value);
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PhysActor.SetMaterial((int)value);
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}
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}
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if(ParentGroup != null)
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if(ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdateIfNone();
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ScheduleFullUpdate();
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}
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}
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}
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}
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}
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}
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}
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@ -1730,7 +1727,12 @@ namespace OpenSim.Region.Framework.Scenes
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public byte PhysicsShapeType
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public byte PhysicsShapeType
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{
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{
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get { return m_physicsShapeType; }
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get
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{
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// if (PhysActor != null)
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// m_physicsShapeType = PhysActor.PhysicsShapeType;
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return m_physicsShapeType;
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}
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set
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set
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{
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{
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byte oldv = m_physicsShapeType;
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byte oldv = m_physicsShapeType;
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@ -1781,10 +1783,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_density = value;
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m_density = value;
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ScheduleFullUpdateIfNone();
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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PhysicsActor pa = PhysActor;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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@ -1802,10 +1806,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_gravitymod = value;
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m_gravitymod = value;
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ScheduleFullUpdateIfNone();
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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PhysicsActor pa = PhysActor;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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@ -1823,10 +1828,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_friction = value;
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m_friction = value;
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ScheduleFullUpdateIfNone();
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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PhysicsActor pa = PhysActor;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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@ -1844,10 +1850,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_bounce = value;
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m_bounce = value;
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ScheduleFullUpdateIfNone();
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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PhysicsActor pa = PhysActor;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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@ -1876,7 +1883,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void ClearUpdateSchedule()
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public void ClearUpdateSchedule()
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{
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{
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UpdateFlag = UpdateRequired.NONE;
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lock(UpdateFlagLock)
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UpdateFlag = UpdateRequired.NONE;
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}
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}
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/// <summary>
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/// <summary>
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@ -3239,17 +3247,6 @@ namespace OpenSim.Region.Framework.Scenes
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APIDActive = false;
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APIDActive = false;
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}
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}
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public void ScheduleFullUpdateIfNone()
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{
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if (ParentGroup == null)
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return;
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// ??? ParentGroup.HasGroupChanged = true;
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if (UpdateFlag != UpdateRequired.FULL)
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ScheduleFullUpdate();
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}
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/// <summary>
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/// <summary>
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/// Schedules this prim for a full update
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/// Schedules this prim for a full update
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/// </summary>
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/// </summary>
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@ -3260,30 +3257,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup == null)
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if (ParentGroup == null)
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return;
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return;
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ParentGroup.QueueForUpdateCheck();
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lock(UpdateFlagLock)
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int timeNow = Util.UnixTimeSinceEpoch();
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// If multiple updates are scheduled on the same second, we still need to perform all of them
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// So we'll force the issue by bumping up the timestamp so that later processing sees these need
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// to be performed.
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if (timeNow <= TimeStampFull)
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{
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{
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TimeStampFull += 1;
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ParentGroup.QueueForUpdateCheck(); // just in case
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if(UpdateFlag != UpdateRequired.FULL)
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{
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UpdateFlag = UpdateRequired.FULL;
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// UUID, Name, TimeStampFull);
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
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}
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}
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}
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else
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{
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TimeStampFull = (uint)timeNow;
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}
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UpdateFlag = UpdateRequired.FULL;
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// UUID, Name, TimeStampFull);
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
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}
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}
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/// <summary>
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/// <summary>
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@ -3304,21 +3292,23 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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}
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}
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if (UpdateFlag == UpdateRequired.NONE)
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lock(UpdateFlagLock)
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{
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{
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ParentGroup.HasGroupChanged = true;
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if (UpdateFlag == UpdateRequired.NONE)
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ParentGroup.QueueForUpdateCheck();
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.QueueForUpdateCheck();
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TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
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UpdateFlag = UpdateRequired.TERSE;
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UpdateFlag = UpdateRequired.TERSE;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// UUID, Name, TimeStampTerse);
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// UUID, Name, TimeStampTerse);
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}
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
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}
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}
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
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}
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}
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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@ -3362,12 +3352,15 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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// Update the "last" values
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// Update the "last" values
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m_lastPosition = AbsolutePosition;
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lock(UpdateFlagLock)
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m_lastRotation = RotationOffset;
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{
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m_lastVelocity = Velocity;
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m_lastPosition = AbsolutePosition;
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m_lastAcceleration = Acceleration;
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m_lastRotation = RotationOffset;
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m_lastAngularVelocity = AngularVelocity;
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m_lastVelocity = Velocity;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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}
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ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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{
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@ -3381,12 +3374,15 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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// Update the "last" values
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// Update the "last" values
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m_lastPosition = AbsolutePosition;
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lock(UpdateFlagLock)
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m_lastRotation = RotationOffset;
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{
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m_lastVelocity = Velocity;
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m_lastPosition = AbsolutePosition;
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m_lastAcceleration = Acceleration;
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m_lastRotation = RotationOffset;
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m_lastAngularVelocity = AngularVelocity;
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m_lastVelocity = Velocity;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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}
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if (ParentGroup.IsAttachment)
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if (ParentGroup.IsAttachment)
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{
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{
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@ -3442,108 +3438,118 @@ namespace OpenSim.Region.Framework.Scenes
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/// Tell all the prims which have had updates scheduled
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/// Tell all the prims which have had updates scheduled
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/// </summary>
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/// </summary>
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public void SendScheduledUpdates()
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public void SendScheduledUpdates()
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{
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{
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switch (UpdateFlag)
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UpdateRequired currentUpdate;
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lock(UpdateFlagLock)
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{
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currentUpdate = UpdateFlag;
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ClearUpdateSchedule();
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}
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switch (currentUpdate)
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{
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{
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case UpdateRequired.NONE:
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case UpdateRequired.NONE:
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ClearUpdateSchedule();
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break;
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break;
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case UpdateRequired.TERSE:
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case UpdateRequired.TERSE:
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ClearUpdateSchedule();
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bool needupdate = true;
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bool needupdate = true;
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double now = Util.GetTimeStampMS();
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lock(UpdateFlagLock)
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Vector3 curvel = Velocity;
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Vector3 curacc = Acceleration;
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Vector3 angvel = AngularVelocity;
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while(true) // just to avoid ugly goto
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{
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{
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double elapsed = now - m_lastUpdateSentTime;
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double now = Util.GetTimeStampMS();
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if (elapsed > TIME_MS_TOLERANCE)
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Vector3 curvel = Velocity;
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break;
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Vector3 curacc = Acceleration;
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Vector3 angvel = AngularVelocity;
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if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
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while(true) // just to avoid ugly goto
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Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
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break;
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// velocity change is also direction not only norm)
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if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
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break;
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float vx = Math.Abs(curvel.X);
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if(vx > 128.0)
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break;
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float vy = Math.Abs(curvel.Y);
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if(vy > 128.0)
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break;
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float vz = Math.Abs(curvel.Z);
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if(vz > 128.0)
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break;
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if (
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vx < VELOCITY_TOLERANCE &&
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vy < VELOCITY_TOLERANCE &&
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vz < VELOCITY_TOLERANCE
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)
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{
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{
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if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
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double elapsed = now - m_lastUpdateSentTime;
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if (elapsed > TIME_MS_TOLERANCE)
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break;
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break;
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if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
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break;
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// velocity change is also direction not only norm)
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if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
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break;
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float vx = Math.Abs(curvel.X);
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if(vx > 128.0)
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break;
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float vy = Math.Abs(curvel.Y);
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if(vy > 128.0)
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break;
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float vz = Math.Abs(curvel.Z);
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if(vz > 128.0)
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break;
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if (
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vx < VELOCITY_TOLERANCE &&
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vy < VELOCITY_TOLERANCE &&
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vz < VELOCITY_TOLERANCE
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)
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{
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if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
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break;
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if (vx < 1e-4 &&
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if (vx < 1e-4 &&
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vy < 1e-4 &&
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vy < 1e-4 &&
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vz < 1e-4 &&
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vz < 1e-4 &&
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(
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(
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Math.Abs(m_lastVelocity.X) > 1e-4 ||
|
Math.Abs(m_lastVelocity.X) > 1e-4 ||
|
||||||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
|
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
|
||||||
Math.Abs(m_lastVelocity.Z) > 1e-4
|
Math.Abs(m_lastVelocity.Z) > 1e-4
|
||||||
))
|
))
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
|
||||||
|
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
|
||||||
|
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
// viewer interpolators have a limit of 128m/s
|
||||||
|
float ax = Math.Abs(angvel.X);
|
||||||
|
if(ax > 64.0)
|
||||||
|
break;
|
||||||
|
float ay = Math.Abs(angvel.Y);
|
||||||
|
if(ay > 64.0)
|
||||||
|
break;
|
||||||
|
float az = Math.Abs(angvel.Z);
|
||||||
|
if(az > 64.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if (
|
||||||
|
ax < VELOCITY_TOLERANCE &&
|
||||||
|
ay < VELOCITY_TOLERANCE &&
|
||||||
|
az < VELOCITY_TOLERANCE &&
|
||||||
|
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
|
||||||
|
)
|
||||||
|
break;
|
||||||
|
|
||||||
|
needupdate = false;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
|
if(needupdate)
|
||||||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
|
{
|
||||||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
|
|
||||||
break;
|
|
||||||
|
|
||||||
// viewer interpolators have a limit of 128m/s
|
// Update the "last" values
|
||||||
float ax = Math.Abs(angvel.X);
|
m_lastPosition = AbsolutePosition;
|
||||||
if(ax > 64.0)
|
m_lastRotation = RotationOffset;
|
||||||
break;
|
m_lastVelocity = curvel;
|
||||||
float ay = Math.Abs(angvel.Y);
|
m_lastAcceleration = curacc;
|
||||||
if(ay > 64.0)
|
m_lastAngularVelocity = angvel;
|
||||||
break;
|
m_lastUpdateSentTime = now;
|
||||||
float az = Math.Abs(angvel.Z);
|
}
|
||||||
if(az > 64.0)
|
|
||||||
break;
|
|
||||||
|
|
||||||
if (
|
|
||||||
ax < VELOCITY_TOLERANCE &&
|
|
||||||
ay < VELOCITY_TOLERANCE &&
|
|
||||||
az < VELOCITY_TOLERANCE &&
|
|
||||||
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
|
|
||||||
)
|
|
||||||
break;
|
|
||||||
|
|
||||||
needupdate = false;
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(needupdate)
|
if(needupdate)
|
||||||
{
|
{
|
||||||
|
|
||||||
// Update the "last" values
|
|
||||||
m_lastPosition = AbsolutePosition;
|
|
||||||
m_lastRotation = RotationOffset;
|
|
||||||
m_lastVelocity = curvel;
|
|
||||||
m_lastAcceleration = curacc;
|
|
||||||
m_lastAngularVelocity = angvel;
|
|
||||||
m_lastUpdateSentTime = now;
|
|
||||||
|
|
||||||
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||||
{
|
{
|
||||||
SendTerseUpdateToClient(client);
|
SendTerseUpdateToClient(client);
|
||||||
|
@ -3552,7 +3558,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case UpdateRequired.FULL:
|
case UpdateRequired.FULL:
|
||||||
ClearUpdateSchedule();
|
|
||||||
SendFullUpdateToAllClientsInternal();
|
SendFullUpdateToAllClientsInternal();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -3567,15 +3572,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ClearUpdateSchedule();
|
lock(UpdateFlagLock)
|
||||||
|
{
|
||||||
|
if(UpdateFlag != UpdateRequired.NONE)
|
||||||
|
return;
|
||||||
|
|
||||||
// Update the "last" values
|
// Update the "last" values
|
||||||
m_lastPosition = AbsolutePosition;
|
m_lastPosition = AbsolutePosition;
|
||||||
m_lastRotation = RotationOffset;
|
m_lastRotation = RotationOffset;
|
||||||
m_lastVelocity = Velocity;
|
m_lastVelocity = Velocity;
|
||||||
m_lastAcceleration = Acceleration;
|
m_lastAcceleration = Acceleration;
|
||||||
m_lastAngularVelocity = AngularVelocity;
|
m_lastAngularVelocity = AngularVelocity;
|
||||||
m_lastUpdateSentTime = Util.GetTimeStampMS();
|
m_lastUpdateSentTime = Util.GetTimeStampMS();
|
||||||
|
}
|
||||||
|
|
||||||
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||||
{
|
{
|
||||||
|
@ -3588,15 +3597,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ClearUpdateSchedule();
|
lock(UpdateFlagLock)
|
||||||
|
{
|
||||||
|
if(UpdateFlag != UpdateRequired.NONE)
|
||||||
|
return;
|
||||||
|
|
||||||
// Update the "last" values
|
// Update the "last" values
|
||||||
m_lastPosition = AbsolutePosition;
|
m_lastPosition = AbsolutePosition;
|
||||||
m_lastRotation = RotationOffset;
|
m_lastRotation = RotationOffset;
|
||||||
m_lastVelocity = Velocity;
|
m_lastVelocity = Velocity;
|
||||||
m_lastAcceleration = Acceleration;
|
m_lastAcceleration = Acceleration;
|
||||||
m_lastAngularVelocity = AngularVelocity;
|
m_lastAngularVelocity = AngularVelocity;
|
||||||
m_lastUpdateSentTime = Util.GetTimeStampMS();
|
m_lastUpdateSentTime = Util.GetTimeStampMS();
|
||||||
|
}
|
||||||
|
|
||||||
if (ParentGroup.IsAttachment)
|
if (ParentGroup.IsAttachment)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue