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author | Justin Clarke Casey | 2008-03-13 00:22:38 +0000 |
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committer | Justin Clarke Casey | 2008-03-13 00:22:38 +0000 |
commit | a4304fb9e6ec94b9a2aa70db85a68b9b102d4c33 (patch) | |
tree | 0b98401a00ff68bebdf2f7de385386e6a5060fff /OpenSim/Region/Environment/Scenes/ScenePresence.cs | |
parent | * Updated LibSL _packets_.cs to latest revision. AKA New Packets. (diff) | |
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* Fix Mantis 761 (linking and delinking prims rapidly caused prims to 'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/ScenePresence.cs | 30 |
1 files changed, 20 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index fc13ebb..2f35fe3 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs | |||
@@ -418,6 +418,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
418 | 418 | ||
419 | #endregion | 419 | #endregion |
420 | 420 | ||
421 | /// <summary> | ||
422 | /// Add the part to the queue of parts for which we need to send an update to the client | ||
423 | /// </summary> | ||
424 | /// <param name="part"></param> | ||
421 | public void QueuePartForUpdate(SceneObjectPart part) | 425 | public void QueuePartForUpdate(SceneObjectPart part) |
422 | { | 426 | { |
423 | //if (InterestList.Contains(part.ParentGroup)) | 427 | //if (InterestList.Contains(part.ParentGroup)) |
@@ -434,6 +438,11 @@ namespace OpenSim.Region.Environment.Scenes | |||
434 | return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID); | 438 | return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID); |
435 | } | 439 | } |
436 | 440 | ||
441 | /// <summary> | ||
442 | /// Send updates to the client about prims which have been placed on the update queue. We don't | ||
443 | /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent | ||
444 | /// timestamp has already been sent. | ||
445 | /// </summary> | ||
437 | public void SendPrimUpdates() | 446 | public void SendPrimUpdates() |
438 | { | 447 | { |
439 | // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode) | 448 | // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode) |
@@ -446,13 +455,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
446 | if (!m_gotAllObjectsInScene) | 455 | if (!m_gotAllObjectsInScene) |
447 | { | 456 | { |
448 | if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor) | 457 | if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor) |
449 | { | 458 | { |
450 | |||
451 | m_scene.SendAllSceneObjectsToClient(this); | 459 | m_scene.SendAllSceneObjectsToClient(this); |
452 | m_gotAllObjectsInScene = true; | 460 | m_gotAllObjectsInScene = true; |
453 | |||
454 | } | 461 | } |
455 | } | 462 | } |
463 | |||
456 | if (m_partsUpdateQueue.Count > 0) | 464 | if (m_partsUpdateQueue.Count > 0) |
457 | { | 465 | { |
458 | bool runUpdate = true; | 466 | bool runUpdate = true; |
@@ -465,16 +473,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
465 | ScenePartUpdate update = m_updateTimes[part.UUID]; | 473 | ScenePartUpdate update = m_updateTimes[part.UUID]; |
466 | 474 | ||
467 | // Two updates can occur with the same timestamp (especially | 475 | // Two updates can occur with the same timestamp (especially |
468 | // since our timestamp resolution is to the nearest second). The first | 476 | // since our timestamp resolution is to the nearest second). Therefore, we still need |
469 | // could have been sent in the last update - we still need to send the | 477 | // to send an update even if the last full update time is identical to the part's |
470 | // second here. | 478 | // update timestamp. |
471 | 479 | // | |
472 | if (update.LastFullUpdateTime < part.TimeStampFull) | 480 | // If we don't do this, various events (such as linking and delinking in the same |
481 | // second), will stop working properly! | ||
482 | if (update.LastFullUpdateTime <= part.TimeStampFull) | ||
473 | { | 483 | { |
474 | //need to do a full update | 484 | //need to do a full update |
475 | part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); | 485 | part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); |
476 | 486 | ||
477 | // We'll update to the part's timestamp rather than the current to | 487 | // We'll update to the part's timestamp rather than the current time to |
478 | // avoid the race condition whereby the next tick occurs while we are | 488 | // avoid the race condition whereby the next tick occurs while we are |
479 | // doing this update. If this happened, then subsequent updates which occurred | 489 | // doing this update. If this happened, then subsequent updates which occurred |
480 | // on the same tick or the next tick of the last update would be ignored. | 490 | // on the same tick or the next tick of the last update would be ignored. |