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authorDan Lake2011-11-11 17:16:52 -0800
committerDan Lake2011-11-11 17:16:52 -0800
commit5fd17491509fb4b939666cdc37951e213f054242 (patch)
tree966baad538ac254ca1e1ba6cd83cc6487bf2726d /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentdoh - correct build break (diff)
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Remove SceneViewer from ScenePresence to reduce quadruple queueing of
prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs24
1 files changed, 0 insertions, 24 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4355394..9587d5f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1760,30 +1760,6 @@ namespace OpenSim.Region.Framework.Scenes
1760 } 1760 }
1761 } 1761 }
1762 1762
1763 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1764 {
1765// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
1766
1767 RootPart.AddFullUpdateToAvatar(presence);
1768
1769 SceneObjectPart[] parts = m_parts.GetArray();
1770 for (int i = 0; i < parts.Length; i++)
1771 {
1772 SceneObjectPart part = parts[i];
1773 if (part != RootPart)
1774 part.AddFullUpdateToAvatar(presence);
1775 }
1776 }
1777
1778 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1779 {
1780// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
1781
1782 SceneObjectPart[] parts = m_parts.GetArray();
1783 for (int i = 0; i < parts.Length; i++)
1784 parts[i].AddTerseUpdateToAvatar(presence);
1785 }
1786
1787 /// <summary> 1763 /// <summary>
1788 /// Schedule a full update for this scene object 1764 /// Schedule a full update for this scene object
1789 /// </summary> 1765 /// </summary>