remove the rest of #justEditedTerrain, it was sending patchs non
conforming to protocol, and no longer in agreement with how patchs are schedule to sendavinationmerge
parent
195dd054de
commit
f9efa23d5e
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@ -338,8 +338,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private bool m_VelocityInterpolate = false;
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private bool m_VelocityInterpolate = false;
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private const uint MaxTransferBytesPerPacket = 600;
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private const uint MaxTransferBytesPerPacket = 600;
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private volatile bool m_justEditedTerrain = false;
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/// <value>
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/// <value>
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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/// continually recreate it.
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/// continually recreate it.
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@ -1315,18 +1313,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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try
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try
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{
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{
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if (px.Length != py.Length ||
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terrData.SizeX != (int)Scene.RegionInfo.RegionSizeX ||
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terrData.SizeY != (int)Scene.RegionInfo.RegionSizeY)
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{
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if (px.Length != py.Length)
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m_log.Debug("px py");
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if (terrData.SizeX != Scene.RegionInfo.RegionSizeX)
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m_log.Debug("sx");
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if (terrData.SizeY != Scene.RegionInfo.RegionSizeY)
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m_log.Debug("sx");
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}
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/* test code using the terrain compressor in libOpenMetaverse
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/* test code using the terrain compressor in libOpenMetaverse
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int[] patchInd = new int[1];
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int[] patchInd = new int[1];
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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@ -6509,7 +6495,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
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// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
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// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
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// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
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m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable
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if (OnModifyTerrain != null)
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if (OnModifyTerrain != null)
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{
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{
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for (int i = 0; i < modify.ParcelData.Length; i++)
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for (int i = 0; i < modify.ParcelData.Length; i++)
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@ -6525,7 +6510,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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}
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}
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m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again
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}
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}
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return true;
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return true;
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