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-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs46
1 files changed, 34 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 3a3ec2b..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -1,3 +1,30 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
1using System; 28using System;
2using System.Collections.Generic; 29using System.Collections.Generic;
3using log4net; 30using log4net;
@@ -35,7 +62,7 @@ namespace OpenSim.Region.Framework.Scenes
35 62
36 /// <summary> 63 /// <summary>
37 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the 64 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
38 /// viewer before child prim updates. 65 /// viewer before child prim updates.
39 /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up 66 /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
40 /// being double. We do it both ways so that there is a still a priority delta even if the priority is already 67 /// being double. We do it both ways so that there is a still a priority delta even if the priority is already
41 /// double.MinValue or double.MaxValue. 68 /// double.MinValue or double.MaxValue.
@@ -123,9 +150,9 @@ namespace OpenSim.Region.Framework.Scenes
123 if (entity is SceneObjectPart) 150 if (entity is SceneObjectPart)
124 { 151 {
125 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 152 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
126 // before its scheduled update was triggered 153 // before its scheduled update was triggered
127 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 154 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
128 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 155 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
129 } 156 }
130 else 157 else
131 { 158 {
@@ -152,15 +179,10 @@ namespace OpenSim.Region.Framework.Scenes
152 Vector3 entityPos = entity.AbsolutePosition; 179 Vector3 entityPos = entity.AbsolutePosition;
153 if (entity is SceneObjectPart) 180 if (entity is SceneObjectPart)
154 { 181 {
155 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId); 182 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
156 if (group == null) 183 // before its scheduled update was triggered
157 { 184 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
158 entityPos = entity.AbsolutePosition; 185 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
159 }
160 else
161 {
162 entityPos = group.AbsolutePosition;
163 }
164 } 186 }
165 else 187 else
166 { 188 {