* As yet incomplete fix for mantis #766 - terse updates broken
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here0.6.0-stable
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ce9c2ecac8
commit
dc84f350a7
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@ -947,6 +947,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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if (objectGroup.RootPart.UpdateFlag > 0)
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return;
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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Vector3 oldGroupPosition =
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@ -1014,6 +1017,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="partID"></param>
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public void DelinkFromGroup(uint partID)
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{
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if (RootPart.UpdateFlag > 0)
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return;
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SceneObjectPart linkPart = GetChildPart(partID);
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if (null != linkPart)
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@ -1114,7 +1114,17 @@ namespace OpenSim.Region.Environment.Scenes
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m_parentGroup.QueueForUpdateCheck();
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}
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TimeStampFull = (uint) Util.UnixTimeSinceEpoch();
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int timeNow = Util.UnixTimeSinceEpoch();
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if (timeNow == TimeStampFull)
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{
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TimeStampFull += 1;
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}
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else
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{
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TimeStampFull = (uint)timeNow;
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}
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m_updateFlag = 2;
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}
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@ -479,8 +479,12 @@ namespace OpenSim.Region.Environment.Scenes
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//
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// If we don't do this, various events (such as linking and delinking in the same
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// second), will stop working properly!
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if (update.LastFullUpdateTime <= part.TimeStampFull)
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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//need to do a full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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@ -494,6 +498,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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