Patch #9163 - Refactor initial packet sending out of InnerScene into
ScenePresence. Pace prim delivery to about 200 updates/s max. Break a long-held lock that caused the notorious MapBlockQuery XMLRPC timeout on agent login. Eliminate 60 second timeout at "Waiting for region handshake". Fix region crossing/teleport response. Fix appearance in primmy regions.0.6.0-stable
parent
b627c9c066
commit
f9945bf87f
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@ -954,43 +954,6 @@ namespace OpenSim.Region.Environment.Scenes
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return LLUUID.Zero;
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return LLUUID.Zero;
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}
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}
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protected internal void SendAllSceneObjectsToClient(ScenePresence presence)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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// Only send child agents stuff in their draw distance.
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// This will need to be done for every agent once we figure out
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// what we're going to use to store prim that agents already got
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// the initial update for and what we'll use to limit the
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// space we check for new objects on movement.
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if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
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{
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LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
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float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc);
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//m_log.Info("[DISTANCE]: " + distResult.ToString());
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if (distResult < presence.DrawDistance)
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{
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// Send Only if we don't already know about it.
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// KnownPrim also makes the prim known when called.
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if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID))
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((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
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}
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}
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else
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{
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((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
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}
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}
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}
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}
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protected internal void ForEachClient(Action<IClientAPI> action)
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protected internal void ForEachClient(Action<IClientAPI> action)
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{
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{
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lock (ScenePresences)
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lock (ScenePresences)
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@ -3498,15 +3498,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.RemovePhysicalPrim(num);
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m_innerScene.RemovePhysicalPrim(num);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="presence"></param>
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public void SendAllSceneObjectsToClient(ScenePresence presence)
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{
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m_innerScene.SendAllSceneObjectsToClient(presence);
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}
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//The idea is to have a group of method that return a list of avatars meeting some requirement
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//The idea is to have a group of method that return a list of avatars meeting some requirement
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// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
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// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
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@ -128,7 +128,6 @@ namespace OpenSim.Region.Environment.Scenes
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// Agent moves with a PID controller causing a force to be exerted.
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// Agent moves with a PID controller causing a force to be exerted.
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private bool m_newForce = false;
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private bool m_newForce = false;
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private bool m_newCoarseLocations = true;
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private bool m_newCoarseLocations = true;
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private bool m_gotAllObjectsInScene = false;
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private float m_health = 100f;
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private float m_health = 100f;
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private LLVector3 m_lastVelocity = LLVector3.Zero;
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private LLVector3 m_lastVelocity = LLVector3.Zero;
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@ -161,8 +160,6 @@ namespace OpenSim.Region.Environment.Scenes
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private LLVector3 m_autoPilotTarget = LLVector3.Zero;
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private LLVector3 m_autoPilotTarget = LLVector3.Zero;
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private bool m_sitAtAutoTarget = false;
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private bool m_sitAtAutoTarget = false;
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private List<LLUUID> m_knownPrimUUID = new List<LLUUID>();
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// Agent's Draw distance.
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// Agent's Draw distance.
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protected float m_DrawDistance = 0f;
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protected float m_DrawDistance = 0f;
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@ -193,6 +190,8 @@ namespace OpenSim.Region.Environment.Scenes
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private LLVector3 posLastSignificantMove = new LLVector3();
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private LLVector3 posLastSignificantMove = new LLVector3();
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private Queue<SceneObjectGroup> m_pendingObjects = null;
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private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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#region Properties
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#region Properties
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@ -212,16 +211,6 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_movementflag; }
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get { return m_movementflag; }
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}
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}
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public bool KnownPrim(LLUUID primID)
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{
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if (m_knownPrimUUID.Contains(primID))
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{
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return true;
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}
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m_knownPrimUUID.Add(primID);
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return false;
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}
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public bool Updated
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public bool Updated
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{
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{
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set { m_updateflag = value; }
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set { m_updateflag = value; }
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@ -508,40 +497,62 @@ namespace OpenSim.Region.Environment.Scenes
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//}
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//}
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m_perfMonMS = System.Environment.TickCount;
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m_perfMonMS = System.Environment.TickCount;
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if (!m_gotAllObjectsInScene)
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if (m_pendingObjects == null)
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{
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{
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if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
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if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
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{
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{
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m_scene.SendAllSceneObjectsToClient(this);
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m_pendingObjects = new Queue<SceneObjectGroup>();
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m_gotAllObjectsInScene = true;
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foreach (EntityBase e in m_scene.Entities.Values)
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if(e is SceneObjectGroup)
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m_pendingObjects.Enqueue((SceneObjectGroup)e);
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}
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}
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}
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}
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if (m_partsUpdateQueue.Count > 0)
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while(m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 60)
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{
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{
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bool runUpdate = true;
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SceneObjectGroup g = m_pendingObjects.Dequeue();
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// This is where we should check for draw distance
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// do culling and stuff. Problem with that is that until
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// we recheck in movement, that won't work right.
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// So it's not implemented now.
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//
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// Don't even queue if we have seent this one
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//
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if (!m_updateTimes.ContainsKey(g.UUID))
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g.ScheduleFullUpdateToAvatar(this);
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}
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int updateCount = 0;
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int updateCount = 0;
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while (runUpdate)
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while (m_partsUpdateQueue.Count > 0)
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{
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{
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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if (m_updateTimes.ContainsKey(part.UUID))
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if (m_updateTimes.ContainsKey(part.UUID))
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{
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// We deal with the possibility that two updates occur at the same unix time
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// We deal with the possibility that two updates occur at
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// at the update point itself.
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// the same unix time at the update point itself.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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// part.Name, part.UUID, part.TimeStampFull);
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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part.SendFullUpdate(ControllingClient,
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GenerateClientFlags(part.UUID));
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// We'll update to the part's timestamp rather than
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// the current time to avoid the race condition
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// whereby the next tick occurs while we are doing
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// this update. If this happened, then subsequent
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// updates which occurred on the same tick or the
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// next tick of the last update would be ignored.
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// We'll update to the part's timestamp rather than the current time to
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// avoid the race condition whereby the next tick occurs while we are
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// doing this update. If this happened, then subsequent updates which occurred
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// on the same tick or the next tick of the last update would be ignored.
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update.LastFullUpdateTime = part.TimeStampFull;
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update.LastFullUpdateTime = part.TimeStampFull;
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updateCount++;
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updateCount++;
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@ -561,7 +572,9 @@ namespace OpenSim.Region.Environment.Scenes
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else
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else
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{
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{
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//never been sent to client before so do full update
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//never been sent to client before so do full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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part.SendFullUpdate(ControllingClient,
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GenerateClientFlags(part.UUID));
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ScenePartUpdate update = new ScenePartUpdate();
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ScenePartUpdate update = new ScenePartUpdate();
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update.FullID = part.UUID;
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update.FullID = part.UUID;
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update.LastFullUpdateTime = part.TimeStampFull;
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update.LastFullUpdateTime = part.TimeStampFull;
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@ -569,11 +582,8 @@ namespace OpenSim.Region.Environment.Scenes
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updateCount++;
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updateCount++;
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}
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}
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if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
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if (updateCount > 60)
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{
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break;
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runUpdate = false;
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}
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}
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}
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}
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m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
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m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
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@ -631,15 +641,13 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.SwapRootAgentCount(false);
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m_scene.SwapRootAgentCount(false);
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m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
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m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
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m_scene.AddCapsHandler(m_uuid);
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m_scene.AddCapsHandler(m_uuid);
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//if (!m_gotAllObjectsInScene)
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//{
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// On the next prim update, all objects will be sent
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m_scene.SendAllSceneObjectsToClient(this);
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//
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m_pendingObjects = null;
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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m_scene.CommsManager.UserService.UpdateUserCurrentRegion(UUID, m_scene.RegionInfo.RegionID, m_scene.RegionInfo.RegionHandle);
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m_scene.CommsManager.UserService.UpdateUserCurrentRegion(UUID, m_scene.RegionInfo.RegionID, m_scene.RegionInfo.RegionHandle);
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//m_gotAllObjectsInScene = true;
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//}
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}
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}
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/// <summary>
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/// <summary>
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@ -776,7 +784,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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m_isChildAgent = false;
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m_isChildAgent = false;
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//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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MakeRootAgent(AbsolutePosition, false);
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MakeRootAgent(AbsolutePosition, false);
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}
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}
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}
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}
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@ -2043,7 +2050,8 @@ namespace OpenSim.Region.Environment.Scenes
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// Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
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// Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
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if (m_scene.m_seeIntoRegionFromNeighbor)
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if (m_scene.m_seeIntoRegionFromNeighbor)
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m_scene.SendAllSceneObjectsToClient(this);
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m_pendingObjects = null;
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//cAgentData.AVHeight;
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//cAgentData.AVHeight;
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//cAgentData.regionHandle;
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//cAgentData.regionHandle;
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//m_velocity = cAgentData.Velocity;
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//m_velocity = cAgentData.Velocity;
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@ -2248,10 +2256,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_attachments.Clear();
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m_attachments.Clear();
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}
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}
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}
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}
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lock (m_knownPrimUUID)
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{
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m_knownPrimUUID.Clear();
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}
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lock (m_knownChildRegions)
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lock (m_knownChildRegions)
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{
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{
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m_knownChildRegions.Clear();
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m_knownChildRegions.Clear();
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@ -2398,7 +2402,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_newForce = (bool)info.GetValue("m_newForce", typeof(bool));
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m_newForce = (bool)info.GetValue("m_newForce", typeof(bool));
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//m_newAvatar = (bool)info.GetValue("m_newAvatar", typeof(bool));
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//m_newAvatar = (bool)info.GetValue("m_newAvatar", typeof(bool));
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m_newCoarseLocations = (bool)info.GetValue("m_newCoarseLocations", typeof(bool));
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m_newCoarseLocations = (bool)info.GetValue("m_newCoarseLocations", typeof(bool));
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m_gotAllObjectsInScene = (bool)info.GetValue("m_gotAllObjectsInScene", typeof(bool));
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m_avHeight = (float)info.GetValue("m_avHeight", typeof(float));
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m_avHeight = (float)info.GetValue("m_avHeight", typeof(float));
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crossingFromRegion = (ulong)info.GetValue("crossingFromRegion", typeof(ulong));
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crossingFromRegion = (ulong)info.GetValue("crossingFromRegion", typeof(ulong));
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m_state = (byte)info.GetValue("m_state", typeof(byte));
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m_state = (byte)info.GetValue("m_state", typeof(byte));
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List<Guid> knownPrimUUID_work = (List<Guid>)info.GetValue("m_knownPrimUUID", typeof(List<Guid>));
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foreach (Guid id in knownPrimUUID_work)
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{
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m_knownPrimUUID.Add(new LLUUID(id));
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}
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//System.Console.WriteLine("ScenePresence Deserialize END");
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//System.Console.WriteLine("ScenePresence Deserialize END");
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}
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}
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@ -2551,7 +2547,7 @@ namespace OpenSim.Region.Environment.Scenes
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info.AddValue("m_newForce", m_newForce);
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info.AddValue("m_newForce", m_newForce);
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//info.AddValue("m_newAvatar", m_newAvatar);
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//info.AddValue("m_newAvatar", m_newAvatar);
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info.AddValue("m_newCoarseLocations", m_newCoarseLocations);
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info.AddValue("m_newCoarseLocations", m_newCoarseLocations);
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info.AddValue("m_gotAllObjectsInScene", m_gotAllObjectsInScene);
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info.AddValue("m_gotAllObjectsInScene", false);
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info.AddValue("m_avHeight", m_avHeight);
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info.AddValue("m_avHeight", m_avHeight);
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// info.AddValue("m_regionInfo", m_regionInfo);
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// info.AddValue("m_regionInfo", m_regionInfo);
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List<Guid> knownPrimUUID_work = new List<Guid>();
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List<Guid> knownPrimUUID_work = new List<Guid>();
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foreach (LLUUID id in m_knownPrimUUID)
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{
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knownPrimUUID_work.Add(id.UUID);
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}
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info.AddValue("m_knownPrimUUID", knownPrimUUID_work);
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info.AddValue("m_knownPrimUUID", knownPrimUUID_work);
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}
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}
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