partially revert commit 42a9afdc43cc.. of 06-12 not allowing more updates to be enqueued on deleted objects. Keep the catch up on deenqueue, so preserving the race condition safe guard. Let Scene sendkillObject work even if object is flaged as deleted. Still not clear how this are related to mantis 7858 or even less to 7990.
parent
cfab2675ff
commit
c04792142f
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@ -4007,7 +4007,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bool doCulling = m_scene.ObjectsCullingByDistance;
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float cullingrange = 64.0f;
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
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// Vector3 mycamera = Vector3.Zero;
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Vector3 mypos = Vector3.Zero;
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ScenePresence mysp = (ScenePresence)SceneAgent;
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@ -4048,7 +4047,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Instead send another kill object, because the first one may have gotten
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// into a race condition
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if (!m_killRecord.Contains(grp.LocalId))
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{
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m_killRecord.Add(grp.LocalId);
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maxUpdatesBytes -= 30;
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}
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continue;
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}
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@ -4336,16 +4338,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_killRecord.Clear();
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}
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if (kills.Count > 0)
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{
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foreach(SceneObjectGroup grp in kills)
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{
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foreach(SceneObjectPart p in grp.Parts)
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SendEntityUpdate(p,PrimUpdateFlags.Kill);
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}
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kills.Clear();
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}
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if(GroupsNeedFullUpdate.Count > 0)
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{
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foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
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@ -3866,15 +3866,9 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localID in localIDs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null) // It is a prim
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{
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if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
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{
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if (part.ParentGroup.RootPart != part) // Child part
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continue;
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}
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}
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deleteIDs.Add(localID);
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if (part != null && part.ParentGroup != null &&
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part.ParentGroup.RootPart == part)
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deleteIDs.Add(localID);
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}
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ForEachClient(c => c.SendKillObject(deleteIDs));
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@ -2065,41 +2065,37 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// We need to keep track of this state in case this group is still queued for backup.
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IsDeleted = true;
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HasGroupChanged = true;
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DetachFromBackup();
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if(Scene == null) // should not happen unless restart/shutdown ?
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return;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (Scene != null)
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Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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if (!avatar.IsChildAgent && avatar.ParentID == LocalId)
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avatar.StandUp();
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if (!avatar.IsChildAgent && avatar.ParentID == LocalId)
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avatar.StandUp();
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if (!silent)
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if (!silent)
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{
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part.ClearUpdateSchedule();
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if (part == m_rootPart)
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{
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part.ClearUpdateSchedule();
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if (part == m_rootPart)
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if (!IsAttachment
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|| AttachedAvatar == avatar.ControllingClient.AgentId
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|| !HasPrivateAttachmentPoint)
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{
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if (!IsAttachment
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|| AttachedAvatar == avatar.ControllingClient.AgentId
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|| !HasPrivateAttachmentPoint)
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{
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// Send a kill object immediately
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avatar.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
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// Also, send a terse update; in case race conditions make the object pop again in the client,
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// this update will send another kill object
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m_rootPart.SendTerseUpdateToClient(avatar.ControllingClient);
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}
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// Send a kill object immediately
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avatar.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
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}
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}
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});
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}
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}
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});
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}
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}
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@ -5420,6 +5420,9 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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public void SendTerseUpdateToClient(IClientAPI remoteClient)
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{
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if (ParentGroup.IsDeleted)
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return;
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if (ParentGroup.IsAttachment
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&& (ParentGroup.RootPart != this
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|| ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
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