change interpretation of a viewer flag
parent
a25e18587c
commit
ec6a52c029
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@ -4814,7 +4814,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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EntityUpdate update;
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bool viewerCache = m_supportViewerCache && (m_viewerHandShakeFlags & 1) != 0;// && mysp.IsChildAgent; // only on child agents
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bool viewerCache = m_supportViewerCache;// && mysp.IsChildAgent; // only on child agents
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bool doCulling = m_scene.ObjectsCullingByDistance;
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float cullingrange = 64.0f;
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Vector3 mypos = Vector3.Zero;
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@ -5650,7 +5650,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(GroupsNeedFullUpdate.Count > 0)
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{
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bool sendProbes = m_supportViewerCache && (m_viewerHandShakeFlags & 1) != 0 && (m_viewerHandShakeFlags & 2) == 0;
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bool sendProbes = m_supportViewerCache && (m_viewerHandShakeFlags & 2) == 0;
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if(sendProbes)
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{
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@ -369,7 +369,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public int IncomingOrphanedPacketCount { get; protected set; }
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public bool SupportViewerObjectsCache = false;
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public bool SupportViewerObjectsCache = true;
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/// <summary>
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/// Run queue empty processing within a single persistent thread.
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/// </summary>
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@ -4045,11 +4045,9 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
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m_callbackURI = null;
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//NeedInitialData = 4;
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//return;
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}
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// v0.7 close HG sender region
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if (!string.IsNullOrEmpty(m_newCallbackURI))
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else if (!string.IsNullOrEmpty(m_newCallbackURI))
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE({0})]: Releasing {1} {2} with callback to {3}",
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@ -4062,8 +4060,6 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_newCallbackURI);
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m_newCallbackURI = null;
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//NeedInitialData = 4;
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//return;
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}
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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@ -4096,12 +4092,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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bool cacheCulling = (flags & 1) != 0;
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bool cacheEmpty;
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if (cacheCulling)
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cacheEmpty = (flags & 2) != 0;
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else
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cacheEmpty = true;
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//bool cacheCulling = (flags & 1) != 0;
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bool cacheEmpty = (flags & 2) != 0;;
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EntityBase[] entities = Scene.Entities.GetEntities();
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if(cacheEmpty)
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