sending attachment kills before putting them back doesnt cover all cases

and seems heavy for viewers
avinationmerge
UbitUmarov 2014-08-20 17:48:10 +01:00
parent d16f7df673
commit b21b6532b0
1 changed files with 21 additions and 24 deletions

View File

@ -1878,7 +1878,6 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsChildAgent)
{
ValidateAndSendAppearanceAndAgentData();
m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts));
@ -1900,35 +1899,30 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
List<uint> kk = new List<uint>();
// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
foreach (SceneObjectGroup sog in m_attachments)
{
foreach (SceneObjectPart part in sog.Parts)
kk.Add(part.LocalId);
sog.SendFullUpdateToClient(ControllingClient);
SendFullUpdateToClient(ControllingClient);
// sog.ScheduleGroupForFullUpdate();
m_scene.ForEachScenePresence(delegate(ScenePresence p)
if (!sog.HasPrivateAttachmentPoint)
{
if (p == this)
return;
if (sog.HasPrivateAttachmentPoint)
return;
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
return;
p.ControllingClient.SendKillObject(kk);
sog.SendFullUpdateToClient(p.ControllingClient);
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
});
// sog.ScheduleGroupForFullUpdate();
m_scene.ForEachScenePresence(delegate(ScenePresence p)
{
if (p == this)
return;
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
return;
sog.SendFullUpdateToClient(p.ControllingClient);
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
});
}
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts();
kk.Clear();
}
}
}
@ -4758,6 +4752,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// send attachments to a client without filters except for huds
// for now they are checked in several places down the line...
// kills all parts before sending
public void SendAttachmentsToAgentNFPK(ScenePresence p)
{
lock (m_attachments)
@ -5680,7 +5677,7 @@ namespace OpenSim.Region.Framework.Scenes
p.SendAppearanceToAgent(this);
if (p.Animator != null)
p.Animator.SendAnimPackToClient(ControllingClient);
p.SendAttachmentsToAgentNFPK(this);
p.SendAttachmentsToAgentNF(this);
}
}
}
@ -5995,7 +5992,7 @@ namespace OpenSim.Region.Framework.Scenes
SendAppearanceToAgent(p);
if (Animator != null)
Animator.SendAnimPackToClient(p.ControllingClient);
SendAttachmentsToAgentNFPK(p);
SendAttachmentsToAgentNF(p);
}
}
@ -6011,7 +6008,7 @@ namespace OpenSim.Region.Framework.Scenes
p.SendAppearanceToAgent(this);
if (p.Animator != null)
p.Animator.SendAnimPackToClient(ControllingClient);
p.SendAttachmentsToAgentNFPK(this);
p.SendAttachmentsToAgentNF(this);
}
}
}