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authorunknown2009-11-15 21:38:38 +0100
committerMelanie2009-11-15 19:40:58 +0000
commit28aa8010b2b47b73c6b867ff8f6284f98f12f37a (patch)
tree9a35f65f3550bfd03ccd6de5a8e79e6746bf4065 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentMake GroupRootUpdate be a terse update. This method is not used by opensim (i... (diff)
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- Lower TIME_MS_TOLERANCE to 200ms - Allow m_updateFlag to be reset to 0 in the event of a terse update being rejected - Re-add a synchronous SendTo for certain types of packets
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs18
1 files changed, 6 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 73d0984..c0fd437 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1064 }
1065 } 1065 }
1066 1066
1067 /// <summary>
1068 /// Clear all pending updates of parts to clients
1069 /// </summary>
1070 private void ClearUpdateSchedule()
1071 {
1072 m_updateFlag = 0;
1073 }
1074
1075 private void SendObjectPropertiesToClient(UUID AgentID) 1067 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1068 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1069 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -2387,8 +2379,8 @@ namespace OpenSim.Region.Framework.Scenes
2387 { 2379 {
2388 const float ROTATION_TOLERANCE = 0.01f; 2380 const float ROTATION_TOLERANCE = 0.01f;
2389 const float VELOCITY_TOLERANCE = 0.001f; 2381 const float VELOCITY_TOLERANCE = 0.001f;
2390 const float POSITION_TOLERANCE = 0.05f; 2382 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2391 const int TIME_MS_TOLERANCE = 3000; 2383 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2392 2384
2393 if (m_updateFlag == 1) 2385 if (m_updateFlag == 1)
2394 { 2386 {
@@ -2401,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
2401 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2393 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2402 { 2394 {
2403 AddTerseUpdateToAllAvatars(); 2395 AddTerseUpdateToAllAvatars();
2404 ClearUpdateSchedule(); 2396
2405 2397
2406 // This causes the Scene to 'poll' physical objects every couple of frames 2398 // This causes the Scene to 'poll' physical objects every couple of frames
2407 // bad, so it's been replaced by an event driven method. 2399 // bad, so it's been replaced by an event driven method.
@@ -2419,13 +2411,15 @@ namespace OpenSim.Region.Framework.Scenes
2419 m_lastAngularVelocity = AngularVelocity; 2411 m_lastAngularVelocity = AngularVelocity;
2420 m_lastTerseSent = Environment.TickCount; 2412 m_lastTerseSent = Environment.TickCount;
2421 } 2413 }
2414 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2415 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2422 } 2416 }
2423 else 2417 else
2424 { 2418 {
2425 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2419 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2426 { 2420 {
2427 AddFullUpdateToAllAvatars(); 2421 AddFullUpdateToAllAvatars();
2428 ClearUpdateSchedule(); 2422 m_updateFlag = 0; //Same here
2429 } 2423 }
2430 } 2424 }
2431 } 2425 }