on Select use again the priority queues to send ObjectProperties, including physics via caps. This is need to reduce useless redudance
parent
d1baa3e0c3
commit
bddaef5122
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@ -2856,6 +2856,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendSelectedPartsProprieties(List<ISceneEntity> parts)
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public void SendSelectedPartsProprieties(List<ISceneEntity> parts)
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{
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{
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/* not in use
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// udp part
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// udp part
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ObjectPropertiesPacket packet =
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ObjectPropertiesPacket packet =
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(ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
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(ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
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@ -2893,6 +2894,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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llsdBody.Add("ObjectData", array);
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llsdBody.Add("ObjectData", array);
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eq.Enqueue(BuildEvent("ObjectPhysicsProperties", llsdBody),AgentId);
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eq.Enqueue(BuildEvent("ObjectPhysicsProperties", llsdBody),AgentId);
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*/
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}
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}
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@ -4839,7 +4841,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
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OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
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new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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List<SceneObjectPart> needPhysics = new List<SceneObjectPart>();
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EntityUpdate 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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Int32 timeinqueue; // this is just debugging code & can be dropped later
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@ -4867,6 +4871,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (update.Entity is SceneObjectPart)
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if (update.Entity is SceneObjectPart)
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{
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{
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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needPhysics.Add(sop);
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ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop);
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ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop);
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objectPropertiesBlocks.Value.Add(objPropDB);
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objectPropertiesBlocks.Value.Add(objPropDB);
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propertyUpdates.Value.Add(update);
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propertyUpdates.Value.Add(update);
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@ -4932,7 +4937,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// fpcnt++;
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// fpcnt++;
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// fbcnt++;
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// fbcnt++;
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}
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}
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}
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if(needPhysics.Count > 0)
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{
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IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
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if(eq != null)
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{
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OSDArray array = new OSDArray();
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foreach(SceneObjectPart sop in needPhysics)
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{
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OSDMap physinfo = new OSDMap(6);
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physinfo["LocalID"] = sop.LocalId;
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physinfo["Density"] = sop.Density;
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physinfo["Friction"] = sop.Friction;
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physinfo["GravityMultiplier"] = sop.GravityModifier;
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physinfo["Restitution"] = sop.Restitution;
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physinfo["PhysicsShapeType"] = (int)sop.PhysicsShapeType;
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array.Add(physinfo);
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}
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OSDMap llsdBody = new OSDMap(1);
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llsdBody.Add("ObjectData", array);
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eq.Enqueue(BuildEvent("ObjectPhysicsProperties", llsdBody),AgentId);
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}
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}
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}
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// m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
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// m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
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@ -166,8 +166,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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/// <param name="remoteClient"></param>
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public void SelectPrim(List<uint> primIDs, IClientAPI remoteClient)
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public void SelectPrim(List<uint> primIDs, IClientAPI remoteClient)
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{
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{
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List<ISceneEntity> needUpdates = new List<ISceneEntity>();
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foreach(uint primLocalID in primIDs)
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foreach(uint primLocalID in primIDs)
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{
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{
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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@ -179,8 +177,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (sog == null)
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if (sog == null)
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continue;
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continue;
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needUpdates.Add((ISceneEntity)part);
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// waste of time because properties do not send prim flags as they should
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// waste of time because properties do not send prim flags as they should
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// if a friend got or lost edit rights after login, a full update is needed
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// if a friend got or lost edit rights after login, a full update is needed
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if(sog.OwnerID != remoteClient.AgentId)
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if(sog.OwnerID != remoteClient.AgentId)
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@ -193,10 +189,9 @@ namespace OpenSim.Region.Framework.Scenes
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part.IsSelected = true;
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part.IsSelected = true;
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EventManager.TriggerParcelPrimCountTainted();
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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}
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if(needUpdates.Count > 0)
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part.SendPropertiesToClient(remoteClient);
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remoteClient.SendSelectedPartsProprieties(needUpdates);
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -248,38 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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if (part == null)
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if (part == null)
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return;
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return;
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/*
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// A deselect packet contains all the local prims being deselected. However, since selection is still
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// group based we only want the root prim to trigger a full update - otherwise on objects with many prims
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// we end up sending many duplicate ObjectUpdates
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if (part.ParentGroup.RootPart.LocalId != part.LocalId)
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return;
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// This is wrong, wrong, wrong. Selection should not be
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// handled by group, but by prim. Legacy cruft.
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// TODO: Make selection flagging per prim!
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//
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if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
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part.ParentGroup.IsSelected = false;
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part.ParentGroup.ScheduleGroupForFullUpdate();
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// If it's not an attachment, and we are allowed to move it,
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// then we might have done so. If we moved across a parcel
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// boundary, we will need to recount prims on the parcels.
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// For attachments, that makes no sense.
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//
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if (!part.ParentGroup.IsAttachment)
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{
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if (Permissions.CanEditObject(
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part.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(
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part.UUID, remoteClient.AgentId))
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EventManager.TriggerParcelPrimCountTainted();
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}
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*/
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bool oldgprSelect = part.ParentGroup.IsSelected;
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bool oldgprSelect = part.ParentGroup.IsSelected;
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// This is wrong, wrong, wrong. Selection should not be
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// This is wrong, wrong, wrong. Selection should not be
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