remove the rest of #justEditedTerrain, it was sending patchs non

conforming to protocol, and no longer in agreement with how patchs are
 schedule to send
avinationmerge
UbitUmarov 2015-08-27 21:30:51 +01:00
parent 195dd054de
commit f9efa23d5e
1 changed files with 0 additions and 16 deletions

View File

@ -338,8 +338,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool m_VelocityInterpolate = false; private bool m_VelocityInterpolate = false;
private const uint MaxTransferBytesPerPacket = 600; private const uint MaxTransferBytesPerPacket = 600;
private volatile bool m_justEditedTerrain = false;
/// <value> /// <value>
/// List used in construction of data blocks for an object update packet. This is to stop us having to /// List used in construction of data blocks for an object update packet. This is to stop us having to
/// continually recreate it. /// continually recreate it.
@ -1315,18 +1313,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
try 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 /* test code using the terrain compressor in libOpenMetaverse
int[] patchInd = new int[1]; int[] patchInd = new int[1];
patchInd[0] = px + (py * Constants.TerrainPatchSize); patchInd[0] = px + (py * Constants.TerrainPatchSize);
@ -6509,7 +6495,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore, // Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit. // a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable
if (OnModifyTerrain != null) if (OnModifyTerrain != null)
{ {
for (int i = 0; i < modify.ParcelData.Length; i++) for (int i = 0; i < modify.ParcelData.Length; i++)
@ -6525,7 +6510,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
} }
m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again
} }
return true; return true;