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authorMelanie2010-08-30 02:30:28 +0100
committerMelanie2010-08-30 02:30:28 +0100
commit79bfa275da6b8be03678bfa284bd205410296b6a (patch)
tree1ce2f9f2da9bb0e3a8f5628d54f44e45bfc33044 /OpenSim/Region/Framework/Scenes/Prioritizer.cs
parentRemove CRLF endings (diff)
parentFix a casting operation to use ToString() (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Prioritizer.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs14
1 files changed, 11 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 145f9ed..3a3ec2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -31,7 +31,7 @@ namespace OpenSim.Region.Framework.Scenes
31 31
32 public class Prioritizer 32 public class Prioritizer
33 { 33 {
34 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 34// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
35 35
36 /// <summary> 36 /// <summary>
37 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the 37 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
@@ -75,7 +75,6 @@ namespace OpenSim.Region.Framework.Scenes
75 break; 75 break;
76 default: 76 default:
77 throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); 77 throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
78 break;
79 } 78 }
80 79
81 // Adjust priority so that root prims are sent to the viewer first. This is especially important for 80 // Adjust priority so that root prims are sent to the viewer first. This is especially important for
@@ -122,9 +121,16 @@ namespace OpenSim.Region.Framework.Scenes
122 // Use group position for child prims 121 // Use group position for child prims
123 Vector3 entityPos; 122 Vector3 entityPos;
124 if (entity is SceneObjectPart) 123 if (entity is SceneObjectPart)
125 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 124 {
125 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
126 // before its scheduled update was triggered
127 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
128 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
129 }
126 else 130 else
131 {
127 entityPos = entity.AbsolutePosition; 132 entityPos = entity.AbsolutePosition;
133 }
128 134
129 return Vector3.DistanceSquared(presencePos, entityPos); 135 return Vector3.DistanceSquared(presencePos, entityPos);
130 } 136 }
@@ -157,7 +163,9 @@ namespace OpenSim.Region.Framework.Scenes
157 } 163 }
158 } 164 }
159 else 165 else
166 {
160 entityPos = entity.AbsolutePosition; 167 entityPos = entity.AbsolutePosition;
168 }
161 169
162 if (!presence.IsChildAgent) 170 if (!presence.IsChildAgent)
163 { 171 {