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authorTeravus Ovares2008-01-22 08:52:51 +0000
committerTeravus Ovares2008-01-22 08:52:51 +0000
commit5cf96daaf29209e065b852a0eefeb7f5dbd88b48 (patch)
tree34518c3c3609fbe6654a651d6ad357d257f60f26 /OpenSim/Region/Environment/Scenes/InnerScene.cs
parent* Renamed a number of TerrainEngine functions to conform naming standards bet... (diff)
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* Enabled dead region tracking for ChildAgentDataUpdates
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs30
1 files changed, 17 insertions, 13 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 9aa3f20..6c0ed28 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -537,20 +537,24 @@ namespace OpenSim.Region.Environment.Scenes
537 // the initial update for and what we'll use to limit the 537 // the initial update for and what we'll use to limit the
538 // space we check for new objects on movement. 538 // space we check for new objects on movement.
539 539
540 if (presence.IsChildAgent) 540 if (presence.IsChildAgent && m_parentScene.m_sendTasksToChild)
541 { 541 {
542 //Vector3 avPosition = new Vector3(presence.AbsolutePosition.X,presence.AbsolutePosition.Y,presence.AbsolutePosition.Z); 542 LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
543 //LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition; 543 float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition,oLoc);
544 //Vector3 objPosition = new Vector3(oLoc.X,oLoc.Y,oLoc.Z); 544
545 //float distResult = Vector3Distance(avPosition, objPosition); 545 //MainLog.Instance.Verbose("DISTANCE", distResult.ToString());
546 //if (distResult > 512) 546
547 //{ 547 if (distResult > 60)
548 //int x = 0; 548 {
549 //} 549 int x = 0;
550 //if (distResult < presence.DrawDistance) 550 }
551 //{ 551 if (distResult < presence.DrawDistance)
552 ((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence); 552 {
553 //} 553 // Send Only if we don't already know about it.
554 // KnownPrim also makes the prim known when called.
555 if (!presence.KnownPrim(((SceneObjectGroup) ent).UUID))
556 ((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
557 }
554 } 558 }
555 else 559 else
556 { 560 {