refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims.
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1b8716a99a
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acb0a5b6c1
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@ -1096,7 +1096,14 @@ namespace OpenSim.Framework
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void SetChildAgentThrottle(byte[] throttle);
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void SetChildAgentThrottle(byte[] throttle);
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void SendAvatarDataImmediate(ISceneEntity avatar);
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void SendAvatarDataImmediate(ISceneEntity avatar);
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void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
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/// <summary>
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/// Send a positional, velocity, etc. update to the viewer for a given entity.
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="updateFlags"></param>
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void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
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void ReprioritizeUpdates();
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void ReprioritizeUpdates();
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void FlushPrimUpdates();
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void FlushPrimUpdates();
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@ -3587,7 +3587,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Generate one of the object update packets based on PrimUpdateFlags
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/// Generate one of the object update packets based on PrimUpdateFlags
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/// and broadcast the packet to clients
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/// and broadcast the packet to clients
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/// </summary>
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/// </summary>
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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{
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//double priority = m_prioritizer.GetUpdatePriority(this, entity);
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//double priority = m_prioritizer.GetUpdatePriority(this, entity);
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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@ -3017,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes
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//if (LocalId != ParentGroup.RootPart.LocalId)
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//if (LocalId != ParentGroup.RootPart.LocalId)
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//isattachment = ParentGroup.RootPart.IsAttachment;
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//isattachment = ParentGroup.RootPart.IsAttachment;
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remoteClient.SendPrimUpdate(this, PrimUpdateFlags.FullUpdate);
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remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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}
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@ -4797,7 +4797,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Causes this thread to dig into the Client Thread Data.
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// Causes this thread to dig into the Client Thread Data.
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// Remember your locking here!
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// Remember your locking here!
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remoteClient.SendPrimUpdate(
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remoteClient.SendEntityUpdate(
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this,
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this,
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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@ -2429,7 +2429,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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remoteClient.SendPrimUpdate(
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remoteClient.SendEntityUpdate(
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this,
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this,
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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@ -1059,7 +1059,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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}
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}
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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{
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}
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}
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@ -640,7 +640,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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}
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}
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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{
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}
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}
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@ -645,7 +645,7 @@ namespace OpenSim.Tests.Common.Mock
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{
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{
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}
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}
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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{
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}
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}
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