diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 46836b1d61..6c81035e88 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -1315,6 +1315,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP { try { + if (px.Length != py.Length || + terrData.SizeX != (int)Scene.RegionInfo.RegionSizeX || + terrData.SizeY != (int)Scene.RegionInfo.RegionSizeY) + { + if (px.Length != py.Length) + m_log.Debug("px py"); + if (terrData.SizeX != Scene.RegionInfo.RegionSizeX) + m_log.Debug("sx"); + if (terrData.SizeY != Scene.RegionInfo.RegionSizeY) + m_log.Debug("sx"); + } + /* test code using the terrain compressor in libOpenMetaverse int[] patchInd = new int[1]; patchInd[0] = px + (py * Constants.TerrainPatchSize); @@ -1346,34 +1358,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - // When a user edits the terrain, so much data is sent, the data queues up fast and presents a - // sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we - // start skipping the queues until they're done editing the terrain. We also make them - // unreliable because it's extremely likely that multiple packets will be sent for a terrain patch - // area invalidating previous packets for that area. - - // It's possible for an editing user to flood themselves with edited packets but the majority - // of use cases are such that only a tiny percentage of users will be editing the terrain. - // Other, non-editing users will see the edits much slower. - - // One last note on this topic, by the time users are going to be editing the terrain, it's - // extremely likely that the sim will have rezzed already and therefore this is not likely going - // to cause any additional issues with lost packets, objects or terrain patches. - - // m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we - // only have one cache miss. - private void SendTheLayerPacket(LayerDataPacket layerpack) + private void SendTheLayerPacket(LayerDataPacket layerpack) { - if (m_justEditedTerrain) - { - layerpack.Header.Reliable = false; - OutPacket(layerpack, ThrottleOutPacketType.Unknown ); - } - else - { - layerpack.Header.Reliable = true; OutPacket(layerpack, ThrottleOutPacketType.Land); - } } ///