temporary remove the delay on first child updates
parent
a5a31114b2
commit
ddd067266b
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@ -331,7 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_sitAvatarHeight = 2.0f;
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private bool childUpdatesActive = false;
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private bool childUpdatesBusy = false;
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private int lastChildUpdatesTime;
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private Vector3 m_lastChildAgentUpdatePosition;
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// private Vector3 m_lastChildAgentUpdateCamPosition;
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@ -1033,7 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition =
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m_lastCameraPosition = ControllingClient.StartPos;
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childUpdatesActive = true; // disable it for now
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childUpdatesBusy = true; // disable it for now
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m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
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m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
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@ -2036,8 +2036,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_agentTransfer.EnableChildAgents(this);
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}
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// let updates be sent, with some delay
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lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
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childUpdatesActive = false; // allow them
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// lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
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// temporary make them on next update
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lastChildUpdatesTime = Util.EnvironmentTickCount() - 50000;
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childUpdatesBusy = false; // allow them
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}
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}
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@ -3896,7 +3898,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSignificantClientMovement(this);
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}
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if(!childUpdatesActive)
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if(!childUpdatesBusy)
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{
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int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime);
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if(tdiff > CHILDUPDATES_TIME)
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@ -3904,7 +3906,7 @@ namespace OpenSim.Region.Framework.Scenes
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diff = pos - m_lastChildAgentUpdatePosition;
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if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
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{
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childUpdatesActive = true;
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childUpdatesBusy = true;
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m_lastChildAgentUpdatePosition = pos;
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// m_lastChildAgentUpdateCamPosition = CameraPosition;
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@ -3925,7 +3927,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_scene.SendOutChildAgentUpdates(agentpos, this);
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lastChildUpdatesTime = Util.EnvironmentTickCount();
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childUpdatesActive= false;
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childUpdatesBusy = false;
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}, null, "ScenePresence.SendOutChildAgentUpdates");
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}
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}
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