Fix check for vanilla opensim. Should not check for border crossing on non-CM actors.
parent
6ec6fe6745
commit
a0a8654c07
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@ -1733,26 +1733,29 @@ namespace OpenSim.Region.Framework.Scenes
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (IsSyncedClient())
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if (RegionSyncEnabled)
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{
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// If it's a client manager, just send prim updates
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// This will get fixed later to only send to locally logged in presences rather than all presences
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// but requires pulling apart the concept of a client from the concept of a presence/avatar
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ForEachScenePresence(delegate(ScenePresence sp) { sp.SendPrimUpdates(); });
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if(Frame % 20 == 0)
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RegionSyncClientModule.SendCoarseLocations();
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// make border crossing work in the CMs
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m_sceneGraph.ForEachScenePresence(delegate(ScenePresence sp)
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{
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if (!sp.IsChildAgent)
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{
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// Check that we have a physics actor or we're sitting on something
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if (sp.ParentID == 0 && sp.PhysicsActor != null || sp.ParentID != 0)
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{
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sp.CheckForBorderCrossing();
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}
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}
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});
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if (IsSyncedClient())
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{
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// If it's a client manager, just send prim updates
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// This will get fixed later to only send to locally logged in presences rather than all presences
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// but requires pulling apart the concept of a client from the concept of a presence/avatar
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ForEachScenePresence(delegate(ScenePresence sp) { sp.SendPrimUpdates(); });
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if (Frame % 20 == 0)
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RegionSyncClientModule.SendCoarseLocations();
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// make border crossing work in the CMs
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m_sceneGraph.ForEachScenePresence(delegate(ScenePresence sp)
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{
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if (!sp.IsChildAgent)
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{
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// Check that we have a physics actor or we're sitting on something
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if (sp.ParentID == 0 && sp.PhysicsActor != null || sp.ParentID != 0)
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{
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sp.CheckForBorderCrossing();
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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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{
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