let RePrioritization also work on child agents
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				|  | @ -2132,10 +2132,10 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|                     SendInitialDataToMe(); |                     SendInitialDataToMe(); | ||||||
| 
 | 
 | ||||||
|                 // priority uses avatar position only |                 // priority uses avatar position only | ||||||
|                 m_reprioritizationLastPosition = AbsolutePosition; | //                m_reprioritizationLastPosition = AbsolutePosition; | ||||||
|                 m_reprioritizationLastDrawDistance = DrawDistance; | //                m_reprioritizationLastDrawDistance = DrawDistance; | ||||||
|                 m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | //                m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | ||||||
|                 m_reprioritizationBusy = false; | //                m_reprioritizationBusy = false; | ||||||
| 
 | 
 | ||||||
|                 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |                 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||||||
| 
 | 
 | ||||||
|  | @ -3781,6 +3781,12 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|                     if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) |                     if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) | ||||||
|                         ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); |                         ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); | ||||||
|                 } |                 } | ||||||
|  | 
 | ||||||
|  |                 m_reprioritizationLastPosition = AbsolutePosition; | ||||||
|  |                 m_reprioritizationLastDrawDistance = DrawDistance; | ||||||
|  |                 m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | ||||||
|  |                 m_reprioritizationBusy = false; | ||||||
|  | 
 | ||||||
|             }); |             }); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  | @ -3997,11 +4003,13 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|                 float minregionSize = (float)Scene.RegionInfo.RegionSizeX; |                 float minregionSize = (float)Scene.RegionInfo.RegionSizeX; | ||||||
|                 if(minregionSize > (float)Scene.RegionInfo.RegionSizeY) |                 if(minregionSize > (float)Scene.RegionInfo.RegionSizeY) | ||||||
|                     minregionSize = (float)Scene.RegionInfo.RegionSizeY; |                     minregionSize = (float)Scene.RegionInfo.RegionSizeY; | ||||||
|  |                 minregionSize *= 0.5f; | ||||||
|                 if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize) |                 if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize) | ||||||
|                     byDrawdistance = false; |                     byDrawdistance = false; | ||||||
|                 else |                 else | ||||||
|                     byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit); |                     byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit); | ||||||
|             } |             } | ||||||
|  | 
 | ||||||
|             int tdiff =  Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime); |             int tdiff =  Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime); | ||||||
|             if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval) |             if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval) | ||||||
|                 return; |                 return; | ||||||
|  |  | ||||||
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