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authorDan Lake2011-11-11 17:16:52 -0800
committerDan Lake2011-11-11 17:16:52 -0800
commit5fd17491509fb4b939666cdc37951e213f054242 (patch)
tree966baad538ac254ca1e1ba6cd83cc6487bf2726d /OpenSim/Region/Framework/Scenes/Scene.cs
parentdoh - correct build break (diff)
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Remove SceneViewer from ScenePresence to reduce quadruple queueing of
prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3b90c16..ce5b493 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2540,6 +2540,16 @@ namespace OpenSim.Region.Framework.Scenes
2540 if (vialogin) 2540 if (vialogin)
2541 EventManager.TriggerOnClientLogin(client); 2541 EventManager.TriggerOnClientLogin(client);
2542 } 2542 }
2543
2544 // Send all scene object to the new client
2545 Util.FireAndForget(delegate
2546 {
2547 Entities.ForEach(delegate(EntityBase e)
2548 {
2549 if (e != null && e is SceneObjectGroup)
2550 ((SceneObjectGroup)e).SendFullUpdateToClient(client);
2551 });
2552 });
2543 } 2553 }
2544 2554
2545 /// <summary> 2555 /// <summary>