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
Huaiyu (Kitty) Liu 2010-11-12 15:50:21 -08:00
parent bca02499dc
commit f8ccfaf046
2 changed files with 8 additions and 5 deletions

View File

@ -414,8 +414,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
get
{
if (m_server == null || !m_server.Synced)
//if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
//if (m_server == null || !m_server.Synced)
if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
return false;
return true;
}

View File

@ -1644,7 +1644,8 @@ namespace OpenSim.Region.Framework.Scenes
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
// Do not simulate physics locally if this is a synced client
if (!IsSyncedClient())
//if (!IsSyncedClient())
if (IsSyncedServer())
{
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
@ -1652,7 +1653,8 @@ namespace OpenSim.Region.Framework.Scenes
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
// Do not simulate physics locally if this is a synced client
if (!IsSyncedClient())
//if (!IsSyncedClient())
if (IsSyncedServer())
{
if (m_frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
@ -1660,7 +1662,8 @@ namespace OpenSim.Region.Framework.Scenes
int tmpPhysicsMS = Util.EnvironmentTickCount();
// Do not simulate physics locally if this is a synced client
if (!IsSyncedClient())
//if (!IsSyncedClient())
if (IsSyncedServer())
{
if (m_frame % m_update_physics == 0)
{