minor changes to GetPriorityByBestAvatarResponsiveness code
parent
505cbf9983
commit
9914e371af
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@ -157,12 +157,10 @@ namespace OpenSim.Region.Framework.Scenes
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private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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{
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{
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uint pqueue = ComputeDistancePriority(client,entity,false);
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uint pqueue = 2; // keep compiler happy
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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if (presence != null)
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{
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if (!presence.IsChildAgent)
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{
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{
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// All avatars other than our own go into pqueue 1
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// All avatars other than our own go into pqueue 1
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if (entity is ScenePresence)
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if (entity is ScenePresence)
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@ -174,13 +172,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
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if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
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return 1;
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return 1;
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pqueue = ComputeDistancePriority(client, entity, false);
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// Non physical prims are lower priority than physical prims
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// Non physical prims are lower priority than physical prims
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PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
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PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
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if (physActor == null || !physActor.IsPhysical)
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if (physActor == null || !physActor.IsPhysical)
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pqueue++;
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pqueue++;
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}
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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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pqueue = ComputeDistancePriority(client, entity, false);
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return pqueue;
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return pqueue;
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}
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}
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