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author | UbitUmarov | 2015-08-21 03:04:52 +0100 |
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committer | UbitUmarov | 2015-08-21 03:04:52 +0100 |
commit | 4bb55cad67ee5028ef83cb7932d5cdc8dd07d077 (patch) | |
tree | 557958fe710630775844da571b5345a76fb8cbbf /OpenSim/Region | |
parent | remove the noise part on the PinHeadIsland. why to want something that (diff) | |
download | opensim-SC-4bb55cad67ee5028ef83cb7932d5cdc8dd07d077.zip opensim-SC-4bb55cad67ee5028ef83cb7932d5cdc8dd07d077.tar.gz opensim-SC-4bb55cad67ee5028ef83cb7932d5cdc8dd07d077.tar.bz2 opensim-SC-4bb55cad67ee5028ef83cb7932d5cdc8dd07d077.tar.xz |
dont use SendTerrainUpdatesByViewDistance option, code executes as true.
the option will have other use
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs | 64 |
1 files changed, 19 insertions, 45 deletions
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs index 9a88804..024c29b 100644 --- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs +++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs | |||
@@ -516,29 +516,21 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
516 | // ITerrainModule.PushTerrain() | 516 | // ITerrainModule.PushTerrain() |
517 | public void PushTerrain(IClientAPI pClient) | 517 | public void PushTerrain(IClientAPI pClient) |
518 | { | 518 | { |
519 | if (m_sendTerrainUpdatesByViewDistance) | 519 | ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId); |
520 | if (presence != null) | ||
520 | { | 521 | { |
521 | ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId); | 522 | lock (m_perClientPatchUpdates) |
522 | if (presence != null) | ||
523 | { | 523 | { |
524 | lock (m_perClientPatchUpdates) | 524 | PatchUpdates pups; |
525 | if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups)) | ||
525 | { | 526 | { |
526 | PatchUpdates pups; | 527 | // There is a ScenePresence without a send patch map. Create one. |
527 | if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups)) | 528 | pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence); |
528 | { | 529 | m_perClientPatchUpdates.Add(presence.UUID, pups); |
529 | // There is a ScenePresence without a send patch map. Create one. | ||
530 | pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence); | ||
531 | m_perClientPatchUpdates.Add(presence.UUID, pups); | ||
532 | } | ||
533 | pups.SetAll(true); | ||
534 | } | 530 | } |
531 | pups.SetAll(true); | ||
535 | } | 532 | } |
536 | } | 533 | } |
537 | else | ||
538 | { | ||
539 | // The traditional way is to call into the protocol stack to send them all. | ||
540 | pClient.SendLayerData(new float[10]); | ||
541 | } | ||
542 | } | 534 | } |
543 | 535 | ||
544 | #region Plugin Loading Methods | 536 | #region Plugin Loading Methods |
@@ -957,37 +949,19 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
957 | /// <param name="y">The patch corner to send</param> | 949 | /// <param name="y">The patch corner to send</param> |
958 | private void SendToClients(TerrainData terrData, int x, int y) | 950 | private void SendToClients(TerrainData terrData, int x, int y) |
959 | { | 951 | { |
960 | if (m_sendTerrainUpdatesByViewDistance) | 952 | // Add that this patch needs to be sent to the accounting for each client. |
953 | lock (m_perClientPatchUpdates) | ||
961 | { | 954 | { |
962 | // Add that this patch needs to be sent to the accounting for each client. | 955 | m_scene.ForEachScenePresence(presence => |
963 | lock (m_perClientPatchUpdates) | 956 | { |
964 | { | 957 | PatchUpdates thisClientUpdates; |
965 | m_scene.ForEachScenePresence(presence => | 958 | if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates)) |
966 | { | 959 | { |
967 | PatchUpdates thisClientUpdates; | 960 | // There is a ScenePresence without a send patch map. Create one. |
968 | if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates)) | 961 | thisClientUpdates = new PatchUpdates(terrData, presence); |
969 | { | 962 | m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates); |
970 | // There is a ScenePresence without a send patch map. Create one. | ||
971 | thisClientUpdates = new PatchUpdates(terrData, presence); | ||
972 | m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates); | ||
973 | } | ||
974 | thisClientUpdates.SetByXY(x, y, true); | ||
975 | } | 963 | } |
976 | ); | 964 | thisClientUpdates.SetByXY(x, y, true); |
977 | } | ||
978 | } | ||
979 | else | ||
980 | { | ||
981 | // Legacy update sending where the update is sent out as soon as noticed | ||
982 | // We know the actual terrain data passed is ignored. This kludge saves changing IClientAPI. | ||
983 | //float[] heightMap = terrData.GetFloatsSerialized(); | ||
984 | float[] heightMap = new float[10]; | ||
985 | m_scene.ForEachClient( | ||
986 | delegate(IClientAPI controller) | ||
987 | { | ||
988 | controller.SendLayerData(x / Constants.TerrainPatchSize, | ||
989 | y / Constants.TerrainPatchSize, | ||
990 | heightMap); | ||
991 | } | 965 | } |
992 | ); | 966 | ); |
993 | } | 967 | } |