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authorJonathan Freedman2010-12-05 11:49:15 -0800
committerJonathan Freedman2010-12-05 11:49:15 -0800
commit45cd2e3ef93cc8ab880cb5b1742e33d441e7d01a (patch)
tree0351fb2c756a46d522fe41798c3969e020a3258d /OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
parentMerge branch 'master-core' into mantis5110 (diff)
parentMerge branch 'master' of /var/git/opensim/ (diff)
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Merge branch 'master-core' into mantis5110
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs32
1 files changed, 18 insertions, 14 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 7851c4d..f125822 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -3562,24 +3562,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3562 EntityUpdate update; 3562 EntityUpdate update;
3563 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3563 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3564 { 3564 {
3565 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3566 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3567 // safety measure.
3568 //
3569 // Receiving updates after kills results in undeleteable prims that persist until relog and
3570 // currently occurs because prims can be deleted before all queued updates are sent.
3571 if (m_killRecord.Contains(update.Entity.LocalId))
3572 {
3573// m_log.WarnFormat(
3574// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
3575// update.Entity.LocalId, Name);
3576 continue;
3577 }
3578
3579 if (update.Entity is SceneObjectPart) 3565 if (update.Entity is SceneObjectPart)
3580 { 3566 {
3581 SceneObjectPart part = (SceneObjectPart)update.Entity; 3567 SceneObjectPart part = (SceneObjectPart)update.Entity;
3582 3568
3569 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3570 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3571 // safety measure.
3572 //
3573 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3574 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3575 // updates and kills on different threads with different scheduling strategies, hence this protection.
3576 //
3577 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3578 // after the root prim has been deleted.
3579 if (m_killRecord.Contains(part.LocalId))
3580 {
3581 // m_log.WarnFormat(
3582 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3583 // part.LocalId, Name);
3584 continue;
3585 }
3586
3583 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3587 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3584 { 3588 {
3585 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3589 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&