* The rest of the fix necessary for mantis #766 - terse updates broken
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more0.6.0-stable
parent
01faa86c1a
commit
87067bff1e
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@ -948,7 +948,18 @@ namespace OpenSim.Region.Environment.Scenes
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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if (objectGroup.RootPart.UpdateFlag > 0)
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{
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// I've never actually seen this happen, though I think it's theoretically possible
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m_log.ErrorFormat(
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"[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
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objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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return;
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
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// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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@ -1017,13 +1028,25 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="partID"></param>
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public void DelinkFromGroup(uint partID)
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{
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// Don't try and update if we're already in the middle of updating
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if (RootPart.UpdateFlag > 0)
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{
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// I've never actually seen this happen, though I think it's theoretically possible
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m_log.WarnFormat(
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"[SCENE OBJECT GROUP]: Aborted delink update for {0}, {1} as it has yet to finish linking",
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RootPart.Name, RootPart.UUID);
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return;
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}
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SceneObjectPart linkPart = GetChildPart(partID);
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if (null != linkPart)
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{
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
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// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
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LLQuaternion worldRot = linkPart.GetWorldRotation();
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// Remove the part from this object
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@ -1645,7 +1668,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Send a full update to the client for the given part
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="part"></param>
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@ -1662,7 +1685,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Send a terse update to the client for the given part
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="part"></param>
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@ -270,7 +270,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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return m_groupPosition;
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}
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set
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@ -1116,7 +1115,10 @@ namespace OpenSim.Region.Environment.Scenes
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int timeNow = Util.UnixTimeSinceEpoch();
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if (timeNow == TimeStampFull)
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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 peformed.
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if (timeNow <= TimeStampFull)
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{
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TimeStampFull += 1;
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}
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@ -1126,6 +1128,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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m_updateFlag = 2;
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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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}
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public void AddFlag(LLObject.ObjectFlags flag)
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@ -1155,7 +1161,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Schedule a terse update for this prim. Terse updates only send position,
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/// rotation, velocity, rotational velocity and shape information.
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/// </summary>
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public void ScheduleTerseUpdate()
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{
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@ -1169,6 +1176,9 @@ namespace OpenSim.Region.Environment.Scenes
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TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
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m_updateFlag = 1;
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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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// UUID, Name, TimeStampTerse);
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}
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}
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@ -1836,7 +1846,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Send a terse update to the client.
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/// </summary>
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/// <param name="remoteClient"></param>
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public void SendTerseUpdate(IClientAPI remoteClient)
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@ -472,20 +472,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// Two updates can occur with the same timestamp (especially
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// since our timestamp resolution is to the nearest second). Therefore, we still need
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// to send an update even if the last full update time is identical to the part's
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// update timestamp.
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//
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// If we don't do this, various events (such as linking and delinking in the same
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// second), will stop working properly!
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// We deal with the possibility that two updates occur at the same unix time
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// at the update point itself.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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//need to do a full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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// We'll update to the part's timestamp rather than the current time to
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@ -1658,7 +1652,7 @@ namespace OpenSim.Region.Environment.Scenes
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gdb.GodLevel = (byte)0;
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m_godlevel = 0;
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}
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gdb.Token = token;
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//respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
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respondPacket.GrantData = gdb;
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