Fixed a few conflicts with Dan's code (earlier conflict resolution by Dan broke
remote script engine's execution) to make remote script engine execute as it did in the implementation in Country Fair 2010 demo.dsg
parent
bca02499dc
commit
f8ccfaf046
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@ -414,8 +414,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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get
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{
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if (m_server == null || !m_server.Synced)
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//if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
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//if (m_server == null || !m_server.Synced)
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if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
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return false;
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return true;
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}
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@ -1644,7 +1644,8 @@ namespace OpenSim.Region.Framework.Scenes
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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// Do not simulate physics locally if this is a synced client
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if (!IsSyncedClient())
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//if (!IsSyncedClient())
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if (IsSyncedServer())
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{
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if ((m_frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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@ -1652,7 +1653,8 @@ namespace OpenSim.Region.Framework.Scenes
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Do not simulate physics locally if this is a synced client
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if (!IsSyncedClient())
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//if (!IsSyncedClient())
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if (IsSyncedServer())
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{
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if (m_frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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@ -1660,7 +1662,8 @@ namespace OpenSim.Region.Framework.Scenes
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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// Do not simulate physics locally if this is a synced client
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if (!IsSyncedClient())
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//if (!IsSyncedClient())
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if (IsSyncedServer())
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{
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if (m_frame % m_update_physics == 0)
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{
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