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authorJustin Clark-Casey (justincc)2011-12-19 19:19:05 +0000
committerJustin Clark-Casey (justincc)2011-12-19 19:19:05 +0000
commit2899de1a5c8060397e813ee853c525572a81db03 (patch)
treef38d3b80b1928282836db8163665d258f681925f /OpenSim/Region
parentFix race condition where the appearance update timer could be stopped just af... (diff)
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Stop unnecessarily sending the TextureEntry in client avatar updates.
As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars. This is done via the AvatarAppearance packet instead. Tested this back to viewer 1.23. Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs8
1 files changed, 7 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index f9a6643..b37fd54 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4895,8 +4895,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4895 update.Scale = new Vector3(0.45f, 0.6f, 1.9f); 4895 update.Scale = new Vector3(0.45f, 0.6f, 1.9f);
4896 update.Text = Utils.EmptyBytes; 4896 update.Text = Utils.EmptyBytes;
4897 update.TextColor = new byte[4]; 4897 update.TextColor = new byte[4];
4898
4899 // Don't send texture anim for avatars - this has no meaning for them.
4898 update.TextureAnim = Utils.EmptyBytes; 4900 update.TextureAnim = Utils.EmptyBytes;
4899 update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes; 4901
4902 // Don't send texture entry for avatars here - this is accomplished via the AvatarAppearance packet
4903 update.TextureEntry = Utils.EmptyBytes;
4904// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
4905
4900 update.UpdateFlags = (uint)( 4906 update.UpdateFlags = (uint)(
4901 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | 4907 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
4902 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | 4908 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |