aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorMW2007-10-11 10:50:55 +0000
committerMW2007-10-11 10:50:55 +0000
commit86e5f82cb12dc5e854fe33526aee0ce899715410 (patch)
tree99066d2e40c53eb0355262c91704ecad6640208d
parent* Added FormatProvider to Culture (diff)
downloadopensim-SC_OLD-86e5f82cb12dc5e854fe33526aee0ce899715410.zip
opensim-SC_OLD-86e5f82cb12dc5e854fe33526aee0ce899715410.tar.gz
opensim-SC_OLD-86e5f82cb12dc5e854fe33526aee0ce899715410.tar.bz2
opensim-SC_OLD-86e5f82cb12dc5e854fe33526aee0ce899715410.tar.xz
Some changes to the sending of updates of SceneObjects to clients, that I did a few weeks ago but never committed (and never completely finished what I had planned).
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs13
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs105
-rw-r--r--OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs402
-rw-r--r--OpenSim/Region/Environment/Types/UpdateQueue.cs100
5 files changed, 355 insertions, 267 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 384ec10..b0f0b9a 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -189,7 +189,7 @@ namespace OpenSim.Region.Environment.Scenes
189 189
190 m_eventManager.OnPermissionError += SendPermissionAlert; 190 m_eventManager.OnPermissionError += SendPermissionAlert;
191 191
192 QuadTree = new BasicQuadTreeNode(null, 0, 0, 256, 256); 192 QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256);
193 QuadTree.Subdivide(); 193 QuadTree.Subdivide();
194 QuadTree.Subdivide(); 194 QuadTree.Subdivide();
195 195
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 406db9b..22408d3 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -11,6 +11,7 @@ using OpenSim.Framework.Utilities;
11using OpenSim.Region.Environment.Interfaces; 11using OpenSim.Region.Environment.Interfaces;
12using OpenSim.Region.Environment.Scenes.Scripting; 12using OpenSim.Region.Environment.Scenes.Scripting;
13using OpenSim.Region.Physics.Manager; 13using OpenSim.Region.Physics.Manager;
14using OpenSim.Region.Environment.Types;
14 15
15namespace OpenSim.Region.Environment.Scenes 16namespace OpenSim.Region.Environment.Scenes
16{ 17{
@@ -681,15 +682,13 @@ namespace OpenSim.Region.Environment.Scenes
681 List<ScenePresence> avatars = m_parentGroup.GetScenePresences(); 682 List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
682 for (int i = 0; i < avatars.Count; i++) 683 for (int i = 0; i < avatars.Count; i++)
683 { 684 {
684 avatars[i].AddFullPart(this); 685 avatars[i].QueuePartForUpdate(this);
685 // avatars[i].QueuePartForUpdate(this);
686 } 686 }
687 } 687 }
688 688
689 public void AddFullUpdateToAvatar(ScenePresence presence) 689 public void AddFullUpdateToAvatar(ScenePresence presence)
690 { 690 {
691 presence.AddFullPart(this); 691 presence.QueuePartForUpdate(this);
692 //presence.QueuePartForUpdate(this);
693 } 692 }
694 693
695 /// <summary> 694 /// <summary>
@@ -745,15 +744,13 @@ namespace OpenSim.Region.Environment.Scenes
745 List<ScenePresence> avatars = m_parentGroup.GetScenePresences(); 744 List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
746 for (int i = 0; i < avatars.Count; i++) 745 for (int i = 0; i < avatars.Count; i++)
747 { 746 {
748 avatars[i].AddTersePart(this); 747 avatars[i].QueuePartForUpdate(this);
749 // avatars[i].QueuePartForUpdate(this);
750 } 748 }
751 } 749 }
752 750
753 public void AddTerseUpdateToAvatar(ScenePresence presence) 751 public void AddTerseUpdateToAvatar(ScenePresence presence)
754 { 752 {
755 presence.AddTersePart(this); 753 presence.QueuePartForUpdate(this);
756 // presence.QueuePartForUpdate(this);
757 } 754 }
758 755
759 /// <summary> 756 /// <summary>
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 428b771..22a0754 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -35,6 +35,7 @@ using OpenSim.Framework.Interfaces;
35using OpenSim.Framework.Types; 35using OpenSim.Framework.Types;
36using OpenSim.Framework.Utilities; 36using OpenSim.Framework.Utilities;
37using OpenSim.Region.Physics.Manager; 37using OpenSim.Region.Physics.Manager;
38using OpenSim.Region.Environment.Types;
38 39
39namespace OpenSim.Region.Environment.Scenes 40namespace OpenSim.Region.Environment.Scenes
40{ 41{
@@ -89,11 +90,13 @@ namespace OpenSim.Region.Environment.Scenes
89 90
90 //public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>(); 91 //public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();
91 92
92 // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>(); 93 // private string m_currentQuadNode = " ";
93 // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
94 94
95 private readonly Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>(); 95 // private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
96 private readonly Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>(); 96 //private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
97
98 private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
99 private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
97 100
98 #region Properties 101 #region Properties
99 102
@@ -277,53 +280,69 @@ namespace OpenSim.Region.Environment.Scenes
277 280
278 #endregion 281 #endregion
279 282
280 public void AddTersePart(SceneObjectPart part) 283 public void QueuePartForUpdate(SceneObjectPart part)
281 {
282 m_tersePartUpdates.Enqueue(part);
283 }
284
285 public void AddFullPart(SceneObjectPart part)
286 { 284 {
287 m_fullPartUpdates.Enqueue(part); 285 //if (InterestList.Contains(part.ParentGroup))
286 //{
287 lock (m_partsUpdateQueue)
288 {
289 m_partsUpdateQueue.Enqueue(part);
290 }
291 // }
288 } 292 }
289 293
290 public void SendPrimUpdates() 294 public void SendPrimUpdates()
291 { 295 {
292 if (m_tersePartUpdates.Count > 0) 296 // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
293 { 297 //{
294 bool terse = true; 298 // this.UpdateQuadTreeNode();
295 int terseCount = 0; 299 //this.RefreshQuadObject();
300 //}
296 301
297 while (terse) 302 if (m_partsUpdateQueue.Count > 0)
303 {
304 bool runUpdate = true;
305 int updateCount = 0;
306 while (runUpdate)
298 { 307 {
299 SceneObjectPart part = m_tersePartUpdates.Dequeue(); 308 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
300 part.SendTerseUpdate(m_controllingClient); 309 if (m_updateTimes.ContainsKey(part.UUID))
301 terseCount++; 310 {
302 311 ScenePartUpdate update = m_updateTimes[part.UUID];
303 if ((m_tersePartUpdates.Count < 1) | (terseCount > 30)) 312 if (update.LastFullUpdateTime < part.TimeStampFull)
313 {
314 //need to do a full update
315 part.SendFullUpdate(this.ControllingClient);
316 update.LastFullUpdateTime = (uint)Util.UnixTimeSinceEpoch();
317 updateCount++;
318 }
319 else if (update.LastTerseUpdateTime < part.TimeStampTerse)
320 {
321 part.SendTerseUpdate(this.ControllingClient);
322 update.LastTerseUpdateTime = (uint)Util.UnixTimeSinceEpoch();
323 updateCount++;
324 }
325 }
326 else
304 { 327 {
305 terse = false; 328 //never been sent to client before so do full update
329 part.SendFullUpdate(this.ControllingClient);
330 ScenePartUpdate update = new ScenePartUpdate();
331 update.FullID = part.UUID;
332 update.LastFullUpdateTime = (uint)Util.UnixTimeSinceEpoch();
333 m_updateTimes.Add(part.UUID, update);
334 updateCount++;
306 } 335 }
307 }
308 }
309 if (m_fullPartUpdates.Count > 0)
310 {
311 bool full = true;
312 int fullCount = 0;
313 336
314 while (full) 337 if (m_partsUpdateQueue.Count < 1 | updateCount > 60)
315 {
316 SceneObjectPart part = m_fullPartUpdates.Dequeue();
317 part.SendFullUpdate(m_controllingClient);
318 fullCount++;
319 if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
320 { 338 {
321 full = false; 339 runUpdate = false;
322 } 340 }
323 } 341 }
324 } 342 }
325 } 343 }
326 344
345
327 #region Status Methods 346 #region Status Methods
328 347
329 public void MakeAvatarPhysical(LLVector3 pos, bool isFlying) 348 public void MakeAvatarPhysical(LLVector3 pos, bool isFlying)
@@ -901,6 +920,22 @@ namespace OpenSim.Region.Environment.Scenes
901 } 920 }
902 } 921 }
903 922
923 public class ScenePartUpdate
924 {
925 public LLUUID FullID;
926 public uint LastFullUpdateTime;
927 public uint LastTerseUpdateTime;
928
929 public ScenePartUpdate()
930 {
931 FullID = LLUUID.Zero;
932 LastFullUpdateTime = 0;
933 LastTerseUpdateTime = 0;
934 }
935
936 }
937
938
904 public override void SetText(string text, Vector3 color, double alpha) 939 public override void SetText(string text, Vector3 color, double alpha)
905 { 940 {
906 throw new Exception("Can't set Text on avatar."); 941 throw new Exception("Can't set Text on avatar.");
diff --git a/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs b/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs
index 2b8d92e..fd1307a 100644
--- a/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs
+++ b/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs
@@ -1,174 +1,230 @@
1using System.Collections.Generic; 1using System.Collections.Generic;
2using OpenSim.Region.Environment.Scenes; 2using OpenSim.Region.Environment.Scenes;
3 3
4namespace OpenSim.Region.Environment.Types 4namespace OpenSim.Region.Environment.Types
5{ 5{
6 public class BasicQuadTreeNode 6 public class BasicQuadTreeNode
7 { 7 {
8 private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>(); 8 private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
9 private BasicQuadTreeNode[] m_childNodes = null; 9 private BasicQuadTreeNode[] m_childNodes = null;
10 private BasicQuadTreeNode m_parent = null; 10 private BasicQuadTreeNode m_parent = null;
11 11
12 private short m_leftX; 12 private short m_leftX;
13 private short m_leftY; 13 private short m_leftY;
14 private short m_width; 14 private short m_width;
15 private short m_height; 15 private short m_height;
16 16 //private int m_quadNumber;
17 public BasicQuadTreeNode(BasicQuadTreeNode parent, short leftX, short leftY, short width, short height) 17 private string m_quadID;
18 { 18
19 m_parent = parent; 19 public BasicQuadTreeNode(BasicQuadTreeNode parent, string quadID, short leftX, short leftY, short width, short height)
20 m_leftX = leftX; 20 {
21 m_leftY = leftY; 21 m_parent = parent;
22 m_width = width; 22 m_quadID = quadID;
23 m_height = height; 23 m_leftX = leftX;
24 } 24 m_leftY = leftY;
25 25 m_width = width;
26 public void AddObject(SceneObjectGroup obj) 26 m_height = height;
27 { 27 // Console.WriteLine("creating quadtree node " + m_quadID);
28 if (m_childNodes == null) 28 }
29 { 29
30 if (!m_objects.Contains(obj)) 30 public void AddObject(SceneObjectGroup obj)
31 { 31 {
32 m_objects.Add(obj); 32 if (m_childNodes == null)
33 } 33 {
34 } 34 if (!m_objects.Contains(obj))
35 else 35 {
36 { 36 m_objects.Add(obj);
37 if (obj.AbsolutePosition.X < (m_leftX + (m_width/2))) 37 }
38 { 38 }
39 if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2))) 39 else
40 { 40 {
41 m_childNodes[0].AddObject(obj); 41 if (obj.AbsolutePosition.X < (m_leftX + (m_width / 2)))
42 } 42 {
43 else 43 if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2)))
44 { 44 {
45 m_childNodes[2].AddObject(obj); 45 m_childNodes[0].AddObject(obj);
46 } 46 }
47 } 47 else
48 else 48 {
49 { 49 m_childNodes[2].AddObject(obj);
50 if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2))) 50 }
51 { 51 }
52 m_childNodes[1].AddObject(obj); 52 else
53 } 53 {
54 else 54 if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2)))
55 { 55 {
56 m_childNodes[3].AddObject(obj); 56 m_childNodes[1].AddObject(obj);
57 } 57 }
58 } 58 else
59 } 59 {
60 } 60 m_childNodes[3].AddObject(obj);
61 61 }
62 public void Subdivide() 62 }
63 { 63 }
64 if (m_childNodes == null) 64 }
65 { 65
66 m_childNodes = new BasicQuadTreeNode[4]; 66 public void Subdivide()
67 m_childNodes[0] = 67 {
68 new BasicQuadTreeNode(this, m_leftX, m_leftY, (short) (m_width/2), (short) (m_height/2)); 68 if (m_childNodes == null)
69 m_childNodes[1] = 69 {
70 new BasicQuadTreeNode(this, (short) (m_leftX + (m_width/2)), m_leftY, (short) (m_width/2), 70 m_childNodes = new BasicQuadTreeNode[4];
71 (short) (m_height/2)); 71 m_childNodes[0] = new BasicQuadTreeNode(this, m_quadID + "1/", m_leftX, m_leftY, (short)(m_width / 2), (short)(m_height / 2));
72 m_childNodes[2] = 72 m_childNodes[1] = new BasicQuadTreeNode(this, m_quadID + "2/", (short)(m_leftX + (m_width / 2)), m_leftY, (short)(m_width / 2), (short)(m_height / 2));
73 new BasicQuadTreeNode(this, m_leftX, (short) (m_leftY + (m_height/2)), (short) (m_width/2), 73 m_childNodes[2] = new BasicQuadTreeNode(this, m_quadID + "3/", m_leftX, (short)(m_leftY + (m_height / 2)), (short)(m_width / 2), (short)(m_height / 2));
74 (short) (m_height/2)); 74 m_childNodes[3] = new BasicQuadTreeNode(this, m_quadID + "4/", (short)(m_leftX + (m_width / 2)), (short)(m_height + (m_height / 2)), (short)(m_width / 2), (short)(m_height / 2));
75 m_childNodes[3] = 75 }
76 new BasicQuadTreeNode(this, (short) (m_leftX + (m_width/2)), (short) (m_height + (m_height/2)), 76 else
77 (short) (m_width/2), (short) (m_height/2)); 77 {
78 } 78 for (int i = 0; i < m_childNodes.Length; i++)
79 else 79 {
80 { 80 m_childNodes[i].Subdivide();
81 for (int i = 0; i < m_childNodes.Length; i++) 81 }
82 { 82 }
83 m_childNodes[i].Subdivide(); 83 }
84 } 84
85 } 85 public List<SceneObjectGroup> GetObjectsFrom(float x, float y)
86 } 86 {
87 87 if (m_childNodes == null)
88 public List<SceneObjectGroup> GetObjectsFrom(int x, int y) 88 {
89 { 89 return new List<SceneObjectGroup>(m_objects);
90 if (m_childNodes == null) 90 }
91 { 91 else
92 return m_objects; 92 {
93 } 93 if (x < m_leftX + (m_width / 2))
94 else 94 {
95 { 95 if (y < m_leftY + (m_height / 2))
96 if (x < (m_leftX + (m_width/2))) 96 {
97 { 97 return m_childNodes[0].GetObjectsFrom(x, y);
98 if (y < (m_leftY + (m_height/2))) 98 }
99 { 99 else
100 return m_childNodes[0].GetObjectsFrom(x, y); 100 {
101 } 101 return m_childNodes[2].GetObjectsFrom(x, y);
102 else 102 }
103 { 103 }
104 return m_childNodes[2].GetObjectsFrom(x, y); 104 else
105 } 105 {
106 } 106 if (y < m_leftY + (m_height / 2))
107 else 107 {
108 { 108 return m_childNodes[1].GetObjectsFrom(x, y);
109 if (y < (m_leftY + (m_height/2))) 109 }
110 { 110 else
111 return m_childNodes[1].GetObjectsFrom(x, y); 111 {
112 } 112 return m_childNodes[3].GetObjectsFrom(x, y);
113 else 113 }
114 { 114 }
115 return m_childNodes[3].GetObjectsFrom(x, y); 115 }
116 } 116 }
117 } 117
118 } 118 public List<SceneObjectGroup> GetObjectsFrom(string nodeName)
119 } 119 {
120 120 if (nodeName == m_quadID)
121 public void Update() 121 {
122 { 122 return new List<SceneObjectGroup>(m_objects);
123 if (m_childNodes != null) 123 }
124 { 124 else if (m_childNodes != null)
125 for (int i = 0; i < 4; i++) 125 {
126 { 126 for (int i = 0; i < 4; i++)
127 m_childNodes[i].Update(); 127 {
128 } 128 List<SceneObjectGroup> retVal;
129 } 129 retVal = m_childNodes[i].GetObjectsFrom(nodeName);
130 else 130 if (retVal != null)
131 { 131 {
132 List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>(); 132 return retVal;
133 foreach (SceneObjectGroup group in m_objects) 133 }
134 { 134 }
135 if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && 135 }
136 ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height)))) 136 return null;
137 { 137 }
138 //still in bounds 138
139 } 139 public string GetNodeID(float x, float y)
140 else 140 {
141 { 141 if (m_childNodes == null)
142 outBounds.Add(group); 142 {
143 } 143 return m_quadID;
144 } 144 }
145 145 else
146 foreach (SceneObjectGroup removee in outBounds) 146 {
147 { 147 if (x < m_leftX + (m_width / 2))
148 m_objects.Remove(removee); 148 {
149 if (m_parent != null) 149 if (y < m_leftY + (m_height / 2))
150 { 150 {
151 m_parent.PassUp(removee); 151 return m_childNodes[0].GetNodeID(x, y);
152 } 152 }
153 } 153 else
154 outBounds.Clear(); 154 {
155 } 155 return m_childNodes[2].GetNodeID(x, y);
156 } 156 }
157 157 }
158 public void PassUp(SceneObjectGroup group) 158 else
159 { 159 {
160 if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && 160 if (y < m_leftY + (m_height / 2))
161 ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height)))) 161 {
162 { 162 return m_childNodes[1].GetNodeID(x, y);
163 AddObject(group); 163 }
164 } 164 else
165 else 165 {
166 { 166 return m_childNodes[3].GetNodeID(x, y);
167 if (m_parent != null) 167 }
168 { 168 }
169 m_parent.PassUp(group); 169 }
170 } 170 }
171 } 171
172 } 172 public void Update()
173 } 173 {
174 if (m_childNodes != null)
175 {
176 for (int i = 0; i < 4; i++)
177 {
178 m_childNodes[i].Update();
179 }
180 }
181 else
182 {
183 List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
184 foreach (SceneObjectGroup group in m_objects)
185 {
186 if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
187 {
188 //still in bounds
189 }
190 else
191 {
192 outBounds.Add(group);
193 }
194 }
195
196 foreach (SceneObjectGroup removee in outBounds)
197 {
198 m_objects.Remove(removee);
199 if (m_parent != null)
200 {
201 m_parent.PassUp(removee);
202 }
203 }
204 outBounds.Clear();
205 }
206 }
207
208 public void PassUp(SceneObjectGroup group)
209 {
210 if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
211 {
212 AddObject(group);
213 }
214 else
215 {
216 if (m_parent != null)
217 {
218 m_parent.PassUp(group);
219 }
220 }
221 }
222
223 public string[] GetNeighbours(string nodeName)
224 {
225 string[] retVal = new string[1];
226 retVal[0] = "";
227 return retVal;
228 }
229 }
174} \ No newline at end of file 230} \ No newline at end of file
diff --git a/OpenSim/Region/Environment/Types/UpdateQueue.cs b/OpenSim/Region/Environment/Types/UpdateQueue.cs
index c1fb161..0d341ae 100644
--- a/OpenSim/Region/Environment/Types/UpdateQueue.cs
+++ b/OpenSim/Region/Environment/Types/UpdateQueue.cs
@@ -1,51 +1,51 @@
1using System.Collections.Generic; 1using System.Collections.Generic;
2using libsecondlife; 2using libsecondlife;
3using OpenSim.Region.Environment.Scenes; 3using OpenSim.Region.Environment.Scenes;
4 4
5namespace OpenSim.Region.Environment.Types 5namespace OpenSim.Region.Environment.Types
6{ 6{
7 public class UpdateQueue 7 public class UpdateQueue
8 { 8 {
9 private Queue<SceneObjectPart> m_queue; 9 private Queue<SceneObjectPart> m_queue;
10 10
11 private List<LLUUID> m_ids; 11 private List<LLUUID> m_ids;
12 12
13 public int Count 13 public int Count
14 { 14 {
15 get { return m_queue.Count; } 15 get { return m_queue.Count; }
16 } 16 }
17 17
18 public UpdateQueue() 18 public UpdateQueue()
19 { 19 {
20 m_queue = new Queue<SceneObjectPart>(); 20 m_queue = new Queue<SceneObjectPart>();
21 m_ids = new List<LLUUID>(); 21 m_ids = new List<LLUUID>();
22 } 22 }
23 23
24 public void Enqueue(SceneObjectPart part) 24 public void Enqueue(SceneObjectPart part)
25 { 25 {
26 lock (m_ids) 26 lock (m_ids)
27 { 27 {
28 if (!m_ids.Contains(part.UUID)) 28 if (!m_ids.Contains(part.UUID))
29 { 29 {
30 m_ids.Add(part.UUID); 30 m_ids.Add(part.UUID);
31 m_queue.Enqueue(part); 31 m_queue.Enqueue(part);
32 } 32 }
33 } 33 }
34 } 34 }
35 35
36 public SceneObjectPart Dequeue() 36 public SceneObjectPart Dequeue()
37 { 37 {
38 SceneObjectPart part = null; 38 SceneObjectPart part = null;
39 if (m_queue.Count > 0) 39 if (m_queue.Count > 0)
40 { 40 {
41 part = m_queue.Dequeue(); 41 part = m_queue.Dequeue();
42 lock (m_ids) 42 lock (m_ids)
43 { 43 {
44 m_ids.Remove(part.UUID); 44 m_ids.Remove(part.UUID);
45 } 45 }
46 } 46 }
47 47
48 return part; 48 return part;
49 } 49 }
50 } 50 }
51} \ No newline at end of file 51} \ No newline at end of file