Merge branch 'master' into careminster

avinationmerge
Melanie 2011-12-14 08:57:55 +00:00
commit 898549d13e
8 changed files with 12 additions and 23 deletions

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@ -598,8 +598,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary> /// <summary>
/// Add a handler for the given packet type. /// Add a handler for the given packet type.
/// </summary> /// </summary>
/// <remarks>The packet is handled on its own thread. If packets must be handled in the order in which thye /// <remarks>
/// are received then please us ethe synchronous version of this method.</remarks> /// The packet is handled on its own thread. If packets must be handled in the order in which thye
/// are received then please use the synchronous version of this method.
/// </remarks>
/// <param name="packetType"></param> /// <param name="packetType"></param>
/// <param name="handler"></param> /// <param name="handler"></param>
/// <returns>true if the handler was added. This is currently always the case.</returns> /// <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
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID); m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); }); ValidateBakedTextureCache(sp, false);
// This appears to be set only in the final stage of the appearance // This appears to be set only in the final stage of the appearance
// update transaction. In theory, we should be able to do an immediate // update transaction. In theory, we should be able to do an immediate
// appearance send and save here. // appearance send and save here.
} }
// save only if there were changes, send no matter what (doesn't hurt to send twice) // save only if there were changes, send no matter what (doesn't hurt to send twice)
if (changed) if (changed)
QueueAppearanceSave(sp.ControllingClient.AgentId); QueueAppearanceSave(sp.ControllingClient.AgentId);

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@ -1724,6 +1724,8 @@ namespace OpenSim.Region.Framework.Scenes
#endregion #endregion
// Send the parts of this SOG to a single client
// Used when the client initially connects and when client sends RequestPrim packet
public void SendFullUpdateToClient(IClientAPI remoteClient) public void SendFullUpdateToClient(IClientAPI remoteClient)
{ {
RootPart.SendFullUpdate( RootPart.SendFullUpdate(

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@ -269,8 +269,6 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_passTouches; private bool m_passTouches;
private UpdateRequired m_updateFlag;
private PhysicsActor m_physActor; private PhysicsActor m_physActor;
protected Vector3 m_acceleration; protected Vector3 m_acceleration;
protected Vector3 m_angularVelocity; protected Vector3 m_angularVelocity;
@ -1035,11 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public UpdateRequired UpdateFlag public UpdateRequired UpdateFlag { get; set; }
{
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
/// <summary> /// <summary>
/// Used for media on a prim. /// Used for media on a prim.
@ -2999,6 +2993,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
case UpdateRequired.TERSE: case UpdateRequired.TERSE:
{ {
ClearUpdateSchedule();
// Throw away duplicate or insignificant updates // Throw away duplicate or insignificant updates
if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
!Acceleration.Equals(m_lastAcceleration) || !Acceleration.Equals(m_lastAcceleration) ||
@ -3008,9 +3003,7 @@ namespace OpenSim.Region.Framework.Scenes
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{ {
SendTerseUpdateToAllClients(); SendTerseUpdateToAllClients();
ClearUpdateSchedule();
// Update the "last" values // Update the "last" values
m_lastPosition = OffsetPosition; m_lastPosition = OffsetPosition;
@ -3024,12 +3017,11 @@ namespace OpenSim.Region.Framework.Scenes
} }
case UpdateRequired.FULL: case UpdateRequired.FULL:
{ {
ClearUpdateSchedule();
SendFullUpdateToAllClients(); SendFullUpdateToAllClients();
break; break;
} }
} }
ClearUpdateSchedule();
} }
/// <summary> /// <summary>

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@ -391,11 +391,10 @@ namespace OpenSim.Region.Physics.OdePlugin
space = d.HashSpaceCreate(IntPtr.Zero); space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0); contactgroup = d.JointGroupCreate(0);
//contactgroup
d.WorldSetAutoDisableFlag(world, false); d.WorldSetAutoDisableFlag(world, false);
#if USE_DRAWSTUFF #if USE_DRAWSTUFF
Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization)); Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
viewthread.Start(); viewthread.Start();
#endif #endif

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@ -281,12 +281,6 @@
<Key Name="assetType" Value="0" /> <Key Name="assetType" Value="0" />
<Key Name="fileName" Value="wood1.jp2" /> <Key Name="fileName" Value="wood1.jp2" />
</Section> </Section>
<Section Name="LOLCAT">
<Key Name="assetID" Value="13371337-1337-1337-1337-133713371337" />
<Key Name="name" Value="lolcat in ur assets" />
<Key Name="assetType" Value="0" />
<Key Name="fileName" Value="peaches.jp2" />
</Section>
<Section Name="bricks"> <Section Name="bricks">
<Key Name="assetID" Value="00000000-0000-1111-9999-000000000001"/> <Key Name="assetID" Value="00000000-0000-1111-9999-000000000001"/>
<Key Name="name" Value="bricks"/> <Key Name="name" Value="bricks"/>

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