255 lines
9.6 KiB
C#
255 lines
9.6 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Types;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class SceneViewer : ISceneViewer
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{
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/// <summary>
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/// Is this scene viewer enabled?
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/// </summary>
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private bool IsEnabled { get; set; }
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/// <summary>
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/// The scene presence serviced by this viewer.
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/// </summary>
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protected ScenePresence m_presence;
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/// <summary>
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/// The queue of parts for which we need to send out updates.
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/// </summary>
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protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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/// <summary>
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/// The queue of objects for which we need to send out updates.
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/// </summary>
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protected Queue<SceneObjectGroup> m_pendingObjects;
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/// <summary>
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/// The last update assocated with a given part update.
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/// </summary>
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protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
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public SceneViewer(ScenePresence presence)
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{
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m_presence = presence;
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IsEnabled = true;
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}
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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if (!IsEnabled)
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return;
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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}
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}
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public void SendPrimUpdates()
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{
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if (m_pendingObjects == null)
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{
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if (!m_presence.IsChildAgent)
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{
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m_pendingObjects = new Queue<SceneObjectGroup>();
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lock (m_pendingObjects)
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{
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EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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{
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if (e != null && 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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lock (m_pendingObjects)
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{
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// We must do this under lock so that we don't suffer a race condition if another thread closes the
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// viewer
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if (!IsEnabled)
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return;
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while (m_pendingObjects != null && m_pendingObjects.Count > 0)
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{
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SceneObjectGroup g = m_pendingObjects.Dequeue();
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// Yes, this can really happen
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if (g == null)
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continue;
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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 sent this one
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//
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if (!m_updateTimes.ContainsKey(g.UUID))
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g.ScheduleFullUpdateToAvatar(m_presence);
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}
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while (m_partsUpdateQueue.Count > 0)
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{
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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if (part.ParentGroup.IsDeleted)
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continue;
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if (m_updateTimes.ContainsKey(part.UUID))
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// We deal with the possibility that two updates occur at
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// the same unix time at the update point itself.
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if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
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{
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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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// part.Name, part.UUID, part.TimeStampFull);
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part.SendFullUpdate(m_presence.ControllingClient,
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m_presence.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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update.LastFullUpdateTime = part.TimeStampFull;
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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part.SendTerseUpdateToClient(m_presence.ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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}
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}
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else
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{
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//never been sent to client before so do full update
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ScenePartUpdate update = new ScenePartUpdate();
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update.FullID = part.UUID;
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update.LastFullUpdateTime = part.TimeStampFull;
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m_updateTimes.Add(part.UUID, update);
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// Attachment handling
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//
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if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
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{
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if (part != part.ParentGroup.RootPart)
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continue;
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part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
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continue;
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}
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part.SendFullUpdate(m_presence.ControllingClient,
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m_presence.GenerateClientFlags(part.UUID));
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}
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}
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}
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}
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// public void Reset()
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// {
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// if (m_pendingObjects == null)
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// return;
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//
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// lock (m_pendingObjects)
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// {
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// if (m_pendingObjects != null)
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// {
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// m_pendingObjects.Clear();
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// m_pendingObjects = null;
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// }
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// }
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// }
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public void Close()
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{
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lock (m_pendingObjects)
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{
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// We perform this under the m_pendingObjects lock in order to avoid a race condition with another
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// thread on SendPrimUpdates()
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IsEnabled = false;
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lock (m_updateTimes)
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{
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m_updateTimes.Clear();
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}
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Clear();
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}
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}
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}
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public int GetPendingObjectsCount()
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{
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if (m_pendingObjects != null)
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lock (m_pendingObjects)
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return m_pendingObjects.Count;
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return 0;
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}
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public class ScenePartUpdate
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{
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public UUID FullID;
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public uint LastFullUpdateTime;
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public uint LastTerseUpdateTime;
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public ScenePartUpdate()
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{
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FullID = UUID.Zero;
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LastFullUpdateTime = 0;
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LastTerseUpdateTime = 0;
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}
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}
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}
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}
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