several changes related to culling option
parent
68a4e363dd
commit
8d22b79ba4
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@ -585,10 +585,10 @@ namespace OpenSim.Framework
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public float dwell;
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}
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public class IEntityUpdate
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public class EntityUpdate
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{
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private ISceneEntity m_entity;
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private uint m_flags;
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private PrimUpdateFlags m_flags;
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private int m_updateTime;
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public ISceneEntity Entity
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@ -596,7 +596,7 @@ namespace OpenSim.Framework
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get { return m_entity; }
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}
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public uint Flags
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public PrimUpdateFlags Flags
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{
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get { return m_flags; }
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}
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@ -606,23 +606,31 @@ namespace OpenSim.Framework
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get { return m_updateTime; }
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}
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public virtual void Update(IEntityUpdate update)
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public virtual void Update(EntityUpdate update)
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{
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m_flags |= update.Flags;
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PrimUpdateFlags updateFlags = update.Flags;
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if(updateFlags.HasFlag(PrimUpdateFlags.CancelKill))
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m_flags = PrimUpdateFlags.FullUpdate;
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else if(m_flags.HasFlag(PrimUpdateFlags.Kill))
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return;
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else if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
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m_flags = PrimUpdateFlags.Kill;
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else
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m_flags |= updateFlags;
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// Use the older of the updates as the updateTime
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if (Util.EnvironmentTickCountCompare(UpdateTime, update.UpdateTime) > 0)
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m_updateTime = update.UpdateTime;
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}
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public IEntityUpdate(ISceneEntity entity, uint flags)
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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m_updateTime = Util.EnvironmentTickCount();
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}
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public IEntityUpdate(ISceneEntity entity, uint flags, Int32 updateTime)
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, Int32 updateTime)
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{
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m_entity = entity;
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m_flags = flags;
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@ -630,29 +638,6 @@ namespace OpenSim.Framework
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}
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}
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public class EntityUpdate : IEntityUpdate
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{
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private float m_timeDilation;
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public float TimeDilation
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{
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get { return m_timeDilation; }
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
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: base(entity, (uint)flags)
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{
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// Flags = flags;
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m_timeDilation = timedilation;
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation, Int32 updateTime)
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: base(entity,(uint)flags,updateTime)
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{
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m_timeDilation = timedilation;
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}
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}
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public class PlacesReplyData
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{
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public UUID OwnerID;
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@ -701,9 +686,12 @@ namespace OpenSim.Framework
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ExtraData = 1 << 20,
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Sound = 1 << 21,
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Joint = 1 << 22,
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FullUpdate = UInt32.MaxValue
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FullUpdate = 0x3fffffff,
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CancelKill = 0x7fffffff,
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Kill = 0x80000000
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}
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/* included in .net 4.0
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public static class PrimUpdateFlagsExtensions
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{
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public static bool HasFlag(this PrimUpdateFlags updateFlags, PrimUpdateFlags flag)
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@ -711,7 +699,7 @@ namespace OpenSim.Framework
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return (updateFlags & flag) == flag;
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}
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}
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*/
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public interface IClientAPI
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{
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Vector3 StartPos { get; set; }
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@ -113,7 +113,7 @@ namespace OpenSim.Framework
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/// <summary>
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/// Enqueue an item into the specified priority queue
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/// </summary>
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public bool Enqueue(uint pqueue, IEntityUpdate value)
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public bool Enqueue(uint pqueue, EntityUpdate value)
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{
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LookupItem lookup;
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@ -154,7 +154,7 @@ namespace OpenSim.Framework
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/// oldest item from the next queue in order to provide fair access to
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/// all of the queues
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/// </summary>
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public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
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public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
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{
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// If there is anything in imediate queues, return it first no
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// matter what else. Breaks fairness. But very useful.
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@ -212,7 +212,7 @@ namespace OpenSim.Framework
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}
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timeinqueue = 0;
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value = default(IEntityUpdate);
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value = default(EntityUpdate);
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return false;
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}
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@ -270,8 +270,8 @@ namespace OpenSim.Framework
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#region MinHeapItem
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private struct MinHeapItem : IComparable<MinHeapItem>
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{
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private IEntityUpdate value;
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internal IEntityUpdate Value {
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private EntityUpdate value;
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internal EntityUpdate Value {
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get {
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return this.value;
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}
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@ -307,7 +307,7 @@ namespace OpenSim.Framework
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this.pqueue = pqueue;
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}
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internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
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internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
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{
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this.entrytime = Util.EnvironmentTickCount();
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this.entryorder = entryorder;
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@ -3937,7 +3937,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags));
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}
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/// <summary>
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@ -4006,12 +4006,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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// float avgTimeDilation = 0.0f;
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IEntityUpdate iupdate;
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EntityUpdate update;
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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bool doCulling = m_scene.ObjectsCullingByDistance;
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float cullingrange = 64.0f;
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
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// Vector3 mycamera = Vector3.Zero;
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Vector3 mypos = Vector3.Zero;
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ScenePresence mysp = (ScenePresence)SceneAgent;
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@ -4027,12 +4028,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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while (updatesThisCall < maxUpdates)
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{
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lock (m_entityUpdates.SyncRoot)
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if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
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if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
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break;
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EntityUpdate update = (EntityUpdate)iupdate;
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// avgTimeDilation += update.TimeDilation;
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PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
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if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
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{
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m_killRecord.Add(update.Entity.LocalId);
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continue;
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}
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if (update.Entity is SceneObjectPart)
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{
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@ -4156,11 +4162,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region UpdateFlags to packet type conversion
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PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
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bool canUseCompressed = true;
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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@ -4319,17 +4324,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_killRecord.Clear();
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}
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if (kills.Count > 0)
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{
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foreach(SceneObjectGroup grp in kills)
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{
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foreach(SceneObjectPart p in grp.Parts)
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SendEntityUpdate(p,PrimUpdateFlags.Kill);
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}
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kills.Clear();
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}
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if(GroupsNeedFullUpdate.Count > 0)
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{
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foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
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{
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grp.ScheduleGroupForFullUpdate();
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foreach(SceneObjectPart p in grp.Parts)
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SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
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lock(GroupsInView)
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GroupsInView.Add(grp);
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}
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}
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#endregion
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}
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// hack.. dont use
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@ -4368,7 +4383,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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private bool CheckGroupsInViewBusy = false;
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private bool CheckGroupsInViewOverRun = false;
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public void CheckGroupsInView()
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{
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@ -4377,112 +4391,90 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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if(CheckGroupsInViewBusy)
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return;
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CheckGroupsInViewBusy = true;
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float cullingrange = 64.0f;
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// Vector3 mycamera = Vector3.Zero;
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Vector3 mypos = Vector3.Zero;
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ScenePresence mysp = (ScenePresence)SceneAgent;
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if(mysp != null && !mysp.IsDeleted)
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{
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CheckGroupsInViewOverRun = true;
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cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
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// mycamera = mysp.CameraPosition;
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mypos = mysp.AbsolutePosition;
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}
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else
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{
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CheckGroupsInViewBusy= false;
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return;
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}
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CheckGroupsInViewBusy = true;
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do
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HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
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EntityBase[] entities = m_scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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{
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CheckGroupsInViewOverRun = false;
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float cullingrange = 64.0f;
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// Vector3 mycamera = Vector3.Zero;
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Vector3 mypos = Vector3.Zero;
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ScenePresence mysp = (ScenePresence)SceneAgent;
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if(mysp != null && !mysp.IsDeleted)
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{
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cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
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// mycamera = mysp.CameraPosition;
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mypos = mysp.AbsolutePosition;
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}
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else
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{
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CheckGroupsInViewBusy= false;
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if(!IsActive)
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return;
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}
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HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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List<uint> kills = new List<uint>();
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int killedParst = 0;
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EntityBase[] entities = m_scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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if (e != null && e is SceneObjectGroup)
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{
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if(!IsActive)
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return;
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SceneObjectGroup grp = (SceneObjectGroup)e;
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if(grp.IsDeleted || grp.IsAttachment)
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continue;
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if (e != null && e is SceneObjectGroup)
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{
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SceneObjectGroup grp = (SceneObjectGroup)e;
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if(grp.IsDeleted || grp.IsAttachment)
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continue;
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float bradius = grp.GetBoundsRadius();
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Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
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float bradius = grp.GetBoundsRadius();
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Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
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// float dcam = (grppos - mycamera).LengthSquared();
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float dpos = (grppos - mypos).LengthSquared();
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float dpos = (grppos - mypos).LengthSquared();
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// if(dcam < dpos)
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// dpos = dcam;
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dpos = (float)Math.Sqrt(dpos) - bradius;
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dpos = (float)Math.Sqrt(dpos) - bradius;
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bool inview;
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lock(GroupsInView)
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inview = GroupsInView.Contains(grp);
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bool inview;
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lock(GroupsInView)
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inview = GroupsInView.Contains(grp);
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if(dpos > cullingrange)
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{
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if(inview)
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{
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kills.Add(grp.LocalId);
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killedParst += grp.PrimCount;
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if (killedParst > 199 )
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{
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SendKillObject(kills);
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kills.Clear();
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killedParst = 0;
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Thread.Sleep(50);
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if(mysp != null && !mysp.IsDeleted)
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{
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cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
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// mycamera = mysp.CameraPosition;
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mypos = mysp.AbsolutePosition;
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}
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else
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{
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CheckGroupsInViewBusy= false;
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return;
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}
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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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if(!inview)
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GroupsNeedFullUpdate.Add(grp);
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NewGroupsInView.Add(grp);
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}
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if(dpos > cullingrange)
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{
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if(inview)
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kills.Add(grp);
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}
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else
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{
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if(!inview)
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GroupsNeedFullUpdate.Add(grp);
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NewGroupsInView.Add(grp);
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}
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}
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}
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lock(GroupsInView)
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GroupsInView = NewGroupsInView;
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lock(GroupsInView)
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GroupsInView = NewGroupsInView;
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if (kills.Count > 0)
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if (kills.Count > 0)
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{
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foreach(SceneObjectGroup grp in kills)
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{
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SendKillObject(kills);
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kills.Clear();
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foreach(SceneObjectPart p in grp.Parts)
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SendEntityUpdate(p,PrimUpdateFlags.Kill);
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}
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kills.Clear();
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}
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if(GroupsNeedFullUpdate.Count > 0)
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if(GroupsNeedFullUpdate.Count > 0)
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{
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foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
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{
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foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
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grp.ScheduleGroupForFullUpdate();
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foreach(SceneObjectPart p in grp.Parts)
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SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
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}
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} while(CheckGroupsInViewOverRun);
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}
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CheckGroupsInViewBusy = false;
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}
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@ -4670,13 +4662,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(pack, ThrottleOutPacketType.Task);
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}
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private class ObjectPropertyUpdate : IEntityUpdate
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private class ObjectPropertyUpdate : EntityUpdate
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{
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internal bool SendFamilyProps;
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internal bool SendObjectProps;
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public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
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: base(entity,flags)
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: base(entity,(PrimUpdateFlags)flags)
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{
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SendFamilyProps = sendfam;
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SendObjectProps = sendobj;
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@ -4745,7 +4737,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
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new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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IEntityUpdate iupdate;
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EntityUpdate iupdate;
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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int updatesThisCall = 0;
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@ -4849,11 +4841,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
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}
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private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
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private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, PrimUpdateFlags requestFlags)
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{
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ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
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block.RequestFlags = requestFlags;
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block.RequestFlags = (uint)requestFlags;
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block.ObjectID = sop.UUID;
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if (sop.OwnerID == sop.GroupID)
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block.OwnerID = UUID.Zero;
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