temporary remove the delay on first child updates

LSLKeyTest
UbitUmarov 2015-12-16 22:43:31 +00:00
parent a5a31114b2
commit ddd067266b
1 changed files with 9 additions and 7 deletions

View File

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