Merge branch 'master' into careminster
commit
898549d13e
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@ -598,8 +598,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Add a handler for the given packet type.
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/// </summary>
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/// <remarks>The packet is handled on its own thread. If packets must be handled in the order in which thye
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/// are received then please us ethe synchronous version of this method.</remarks>
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/// <remarks>
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/// The packet is handled on its own thread. If packets must be handled in the order in which thye
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/// are received then please use the synchronous version of this method.
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/// </remarks>
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/// <param name="packetType"></param>
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/// <param name="handler"></param>
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/// <returns>true if the handler was added. This is currently always the case.</returns>
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@ -150,13 +150,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); });
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ValidateBakedTextureCache(sp, false);
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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}
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(sp.ControllingClient.AgentId);
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@ -1724,6 +1724,8 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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// Send the parts of this SOG to a single client
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// Used when the client initially connects and when client sends RequestPrim packet
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public void SendFullUpdateToClient(IClientAPI remoteClient)
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{
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RootPart.SendFullUpdate(
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@ -269,8 +269,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_passTouches;
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private UpdateRequired m_updateFlag;
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private PhysicsActor m_physActor;
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protected Vector3 m_acceleration;
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protected Vector3 m_angularVelocity;
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@ -1035,11 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public UpdateRequired UpdateFlag
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{
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get { return m_updateFlag; }
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set { m_updateFlag = value; }
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}
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public UpdateRequired UpdateFlag { get; set; }
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/// <summary>
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/// Used for media on a prim.
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@ -2999,6 +2993,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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case UpdateRequired.TERSE:
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{
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ClearUpdateSchedule();
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// Throw away duplicate or insignificant updates
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if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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!Acceleration.Equals(m_lastAcceleration) ||
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@ -3008,9 +3003,7 @@ namespace OpenSim.Region.Framework.Scenes
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!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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SendTerseUpdateToAllClients();
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ClearUpdateSchedule();
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// Update the "last" values
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m_lastPosition = OffsetPosition;
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@ -3024,12 +3017,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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case UpdateRequired.FULL:
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{
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ClearUpdateSchedule();
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SendFullUpdateToAllClients();
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break;
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}
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}
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ClearUpdateSchedule();
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}
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/// <summary>
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@ -391,11 +391,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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space = d.HashSpaceCreate(IntPtr.Zero);
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contactgroup = d.JointGroupCreate(0);
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//contactgroup
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d.WorldSetAutoDisableFlag(world, false);
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#if USE_DRAWSTUFF
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Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
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viewthread.Start();
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#endif
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@ -281,12 +281,6 @@
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<Key Name="assetType" Value="0" />
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<Key Name="fileName" Value="wood1.jp2" />
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</Section>
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<Section Name="LOLCAT">
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<Key Name="assetID" Value="13371337-1337-1337-1337-133713371337" />
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<Key Name="name" Value="lolcat in ur assets" />
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<Key Name="assetType" Value="0" />
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<Key Name="fileName" Value="peaches.jp2" />
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</Section>
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<Section Name="bricks">
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<Key Name="assetID" Value="00000000-0000-1111-9999-000000000001"/>
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<Key Name="name" Value="bricks"/>
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