Merge branch 'master' into careminster-presence-refactor
commit
d457b4c4b1
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@ -328,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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/// ownerless phantom.
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///
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/// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
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/// All manipulation of this set has to occur under a lock
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///
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/// </value>
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protected HashSet<uint> m_killRecord;
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@ -1536,11 +1536,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(kill, ThrottleOutPacketType.State);
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return;
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}
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m_killRecord.Add(localIDs[0]);
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lock (m_killRecord)
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{
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m_killRecord.Add(localIDs[0]);
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}
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}
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else
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{
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lock (m_entityUpdates.SyncRoot)
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lock (m_killRecord)
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{
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foreach (uint localID in localIDs)
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m_killRecord.Add(localID);
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@ -3595,248 +3598,254 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int updatesThisCall = 0;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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lock (m_killRecord)
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{
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lock (m_entityUpdates.SyncRoot)
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if (!m_entityUpdates.TryDequeue(out update))
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break;
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if (update.Entity is SceneObjectPart)
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while (updatesThisCall < maxUpdates)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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lock (m_entityUpdates.SyncRoot)
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if (!m_entityUpdates.TryDequeue(out update))
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break;
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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if (m_killRecord.Contains(part.LocalId))
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continue;
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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if (part.ParentGroup.IsDeleted)
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continue;
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if (part.ParentGroup.IsAttachment)
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{ // Someone else's HUD, why are we getting these?
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if (part.ParentGroup.OwnerID != AgentId &&
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part.ParentGroup.RootPart.Shape.State >= 30)
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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if (m_killRecord.Contains(part.LocalId))
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continue;
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ScenePresence sp;
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// Owner is not in the sim, don't update it to
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// anyone
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if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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List<SceneObjectGroup> atts = sp.Attachments;
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bool found = false;
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foreach (SceneObjectGroup att in atts)
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{
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if (att == part.ParentGroup)
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if (part.ParentGroup.IsDeleted)
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continue;
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if (part.ParentGroup.IsAttachment)
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{ // Someone else's HUD, why are we getting these?
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if (part.ParentGroup.OwnerID != AgentId &&
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part.ParentGroup.RootPart.Shape.State >= 30)
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continue;
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ScenePresence sp;
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// Owner is not in the sim, don't update it to
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// anyone
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if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
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continue;
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List<SceneObjectGroup> atts = sp.Attachments;
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bool found = false;
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foreach (SceneObjectGroup att in atts)
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{
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found = true;
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break;
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if (att == part.ParentGroup)
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{
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found = true;
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break;
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}
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}
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// It's an attachment of a valid avatar, but
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// doesn't seem to be attached, skip
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if (!found)
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continue;
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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{
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part.Shape.LightEntry = false;
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}
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}
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}
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// It's an attachment of a valid avatar, but
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// doesn't seem to be attached, skip
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if (!found)
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continue;
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}
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++updatesThisCall;
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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#region UpdateFlags to packet type conversion
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PrimUpdateFlags updateFlags = update.Flags;
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bool canUseCompressed = true;
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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part.Shape.LightEntry = false;
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canUseCompressed = false;
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}
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}
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}
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++updatesThisCall;
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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canUseCompressed = false;
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}
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#region UpdateFlags to packet type conversion
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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canUseImproved = false;
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}
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}
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PrimUpdateFlags updateFlags = update.Flags;
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#endregion UpdateFlags to packet type conversion
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bool canUseCompressed = true;
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bool canUseImproved = true;
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#region Block Construction
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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// TODO: Remove this once we can build compressed updates
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canUseCompressed = false;
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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// string text = sop.Text;
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// if (text.IndexOf("\n") >= 0)
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// text = text.Remove(text.IndexOf("\n"));
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//
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// if (m_attachmentsSent.Contains(sop.ParentID))
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// {
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//// m_log.DebugFormat(
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//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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//// sop.LocalId, text);
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//
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// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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// m_attachmentsSent.Add(sop.LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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// sop.LocalId, text, sop.ParentID);
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//
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// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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// }
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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// }
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||||
}
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}
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else if (!canUseImproved)
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{
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compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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}
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else
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{
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if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
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||||
// Self updates go into a special list
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||||
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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else
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// Everything else goes here
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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||||
}
|
||||
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||||
#endregion Block Construction
|
||||
}
|
||||
|
||||
if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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||||
updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Text) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Material) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
|
||||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
|
||||
#region Packet Sending
|
||||
|
||||
const float TIME_DILATION = 1.0f;
|
||||
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
|
||||
|
||||
if (terseAgentUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
canUseImproved = false;
|
||||
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
|
||||
|
||||
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion UpdateFlags to packet type conversion
|
||||
|
||||
#region Block Construction
|
||||
|
||||
// TODO: Remove this once we can build compressed updates
|
||||
canUseCompressed = false;
|
||||
|
||||
if (!canUseImproved && !canUseCompressed)
|
||||
{
|
||||
if (update.Entity is ScenePresence)
|
||||
if (objectUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
|
||||
List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
|
||||
|
||||
ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
else
|
||||
|
||||
if (compressedUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
|
||||
// {
|
||||
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
|
||||
// string text = sop.Text;
|
||||
// if (text.IndexOf("\n") >= 0)
|
||||
// text = text.Remove(text.IndexOf("\n"));
|
||||
//
|
||||
// if (m_attachmentsSent.Contains(sop.ParentID))
|
||||
// {
|
||||
//// m_log.DebugFormat(
|
||||
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
|
||||
//// sop.LocalId, text);
|
||||
//
|
||||
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
|
||||
//
|
||||
// m_attachmentsSent.Add(sop.LocalId);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
|
||||
// sop.LocalId, text, sop.ParentID);
|
||||
//
|
||||
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
|
||||
// }
|
||||
List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
|
||||
|
||||
ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
|
||||
if (terseUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
|
||||
|
||||
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
}
|
||||
else if (!canUseImproved)
|
||||
{
|
||||
compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
|
||||
// Self updates go into a special list
|
||||
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
|
||||
else
|
||||
// Everything else goes here
|
||||
terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
|
||||
}
|
||||
|
||||
#endregion Block Construction
|
||||
}
|
||||
|
||||
#region Packet Sending
|
||||
|
||||
const float TIME_DILATION = 1.0f;
|
||||
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
|
||||
|
||||
if (terseAgentUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
|
||||
|
||||
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
|
||||
}
|
||||
|
||||
if (objectUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
|
||||
|
||||
ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
|
||||
if (compressedUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
|
||||
|
||||
ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
|
||||
if (terseUpdateBlocks.IsValueCreated)
|
||||
{
|
||||
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
|
||||
|
||||
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
|
||||
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
packet.RegionData.TimeDilation = timeDilation;
|
||||
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
|
||||
|
||||
for (int i = 0; i < blocks.Count; i++)
|
||||
packet.ObjectData[i] = blocks[i];
|
||||
|
||||
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||
}
|
||||
|
||||
#endregion Packet Sending
|
||||
|
|
|
@ -152,7 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private int m_update_backup = 200;
|
||||
private int m_update_terrain = 50;
|
||||
private int m_update_land = 1;
|
||||
private int m_update_coarse_locations = 50;
|
||||
private int m_update_coarse_locations = 80;
|
||||
|
||||
private int frameMS;
|
||||
private int physicsMS2;
|
||||
|
@ -181,6 +181,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private object m_deleting_scene_object = new object();
|
||||
private object m_cleaningAttachments = new object();
|
||||
|
||||
private bool m_cleaningTemps = false;
|
||||
|
||||
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritizationEnabled = true;
|
||||
private double m_reprioritizationInterval = 5000.0;
|
||||
|
@ -1296,10 +1298,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
if (m_frame % m_update_backup == 0)
|
||||
if (m_frame % 1000 == 0 && !m_cleaningTemps)
|
||||
{
|
||||
int tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
CleanTempObjects();
|
||||
m_cleaningTemps = true;
|
||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
||||
}
|
||||
|
||||
|
@ -1326,12 +1329,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
||||
}
|
||||
|
||||
if (m_frame % m_update_land == 0)
|
||||
{
|
||||
int ldMS = Util.EnvironmentTickCount();
|
||||
UpdateLand();
|
||||
landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
}
|
||||
//if (m_frame % m_update_land == 0)
|
||||
//{
|
||||
// int ldMS = Util.EnvironmentTickCount();
|
||||
// UpdateLand();
|
||||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
|
||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||
|
@ -1424,13 +1427,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void CheckAtTargets()
|
||||
{
|
||||
Dictionary<UUID, SceneObjectGroup>.ValueCollection objs;
|
||||
lock (m_groupsWithTargets)
|
||||
{
|
||||
foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
|
||||
{
|
||||
entry.checkAtTargets();
|
||||
}
|
||||
}
|
||||
objs = m_groupsWithTargets.Values;
|
||||
|
||||
foreach (SceneObjectGroup entry in objs)
|
||||
entry.checkAtTargets();
|
||||
}
|
||||
|
||||
|
||||
|
@ -4539,6 +4541,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DeleteFromStorage(UUID uuid)
|
||||
|
|
|
@ -2635,6 +2635,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Overridden Methods
|
||||
|
||||
private bool sendingPrims = false;
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
const float ROTATION_TOLERANCE = 0.01f;
|
||||
|
@ -2642,7 +2644,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
const float POSITION_TOLERANCE = 0.05f;
|
||||
//const int TIME_MS_TOLERANCE = 3000;
|
||||
|
||||
|
||||
if (!sendingPrims)
|
||||
Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
|
||||
|
||||
if (m_isChildAgent == false)
|
||||
{
|
||||
|
@ -2670,6 +2673,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// followed suggestion from mic bowman. reversed the two lines below.
|
||||
if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
|
||||
CheckForBorderCrossing();
|
||||
|
||||
CheckForSignificantMovement(); // sends update to the modules.
|
||||
}
|
||||
|
||||
|
|
|
@ -3037,6 +3037,7 @@
|
|||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
|
||||
|
|
Loading…
Reference in New Issue