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authorJustin Clarke Casey2008-10-08 17:36:17 +0000
committerJustin Clarke Casey2008-10-08 17:36:17 +0000
commit1b7405dca1080505fda532070e5a05420fdbb91d (patch)
tree0660b2c6bee678992a876ced73a8f290127057aa /OpenSim/Region/Environment
parentMantis#2354. Thank you kindly, Tglion for a patch that: (diff)
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* On deselection of objects, stop every object id passed triggering an update for the entire group
* This was not a problem with objects consisting of less than 30 prims, since the extra schedules would be ignored * However, above approximately 30 prims extra schedules would actually occur. * For instance, a 140 prim object would end up triggering approximately 2500 ObjectUpdates to every avatar in range rather than 140 * Hopefully, this change will improve client responsiveness on deselect and was one of the reasons that the AgentThrottle restriction started causing problems yesterday.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs47
1 files changed, 20 insertions, 27 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
index 38f4029..b60efdc 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
@@ -141,7 +141,7 @@ namespace OpenSim.Region.Environment.Scenes
141 } 141 }
142 142
143 /// <summary> 143 /// <summary>
144 /// 144 /// Handle the deselection of a prim from the client.
145 /// </summary> 145 /// </summary>
146 /// <param name="primLocalID"></param> 146 /// <param name="primLocalID"></param>
147 /// <param name="remoteClient"></param> 147 /// <param name="remoteClient"></param>
@@ -150,36 +150,29 @@ namespace OpenSim.Region.Environment.Scenes
150 SceneObjectPart part = GetSceneObjectPart(primLocalID); 150 SceneObjectPart part = GetSceneObjectPart(primLocalID);
151 if (part == null) 151 if (part == null)
152 return; 152 return;
153
154 // The prim is in the process of being deleted.
155 if (null == part.ParentGroup.RootPart)
156 return;
157
158 // A deselect packet contains all the local prims being deselected. However, since selection is still
159 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
160 // we end up sending many duplicate ObjectUpdates
161 if (part.ParentGroup.RootPart.LocalId != part.LocalId)
162 return;
153 163
154 bool isAttachment = false; 164 bool isAttachment = false;
155 165
156 // If the parent group is null, we are in an inconsistent state 166 // This is wrong, wrong, wrong. Selection should not be
157 // try to recover gracefully by doing all that can be done on 167 // handled by group, but by prim. Legacy cruft.
158 // a lone prim 168 // TODO: Make selection flagging per prim!
159 // 169 //
160 if (part.ParentGroup == null) 170 part.ParentGroup.IsSelected = false;
161 { 171
162 if (part.IsAttachment) 172 if (part.ParentGroup.RootPart.IsAttachment)
163 isAttachment = true; 173 isAttachment = true;
164 else
165 part.ScheduleFullUpdate();
166 }
167 else 174 else
168 { 175 part.ParentGroup.ScheduleGroupForFullUpdate();
169 part.ParentGroup.IsSelected = false;
170
171 // This is wrong, wrong, wrong. Selection should not be
172 // handled by group, but by prim. Legacy cruft.
173 // TODO: Make selection flagging per prim!
174 //
175 if (part.ParentGroup.RootPart != null)
176 {
177 if (part.ParentGroup.RootPart.IsAttachment)
178 isAttachment = true;
179 else
180 part.ParentGroup.ScheduleGroupForFullUpdate();
181 }
182 }
183 176
184 // If it's not an attachment, and we are allowed to move it, 177 // If it's not an attachment, and we are allowed to move it,
185 // then we might have done so. If we moved across a parcel 178 // then we might have done so. If we moved across a parcel