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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs68
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs251
5 files changed, 22 insertions, 359 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3b90c16..ce5b493 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2540,6 +2540,16 @@ namespace OpenSim.Region.Framework.Scenes
2540 if (vialogin) 2540 if (vialogin)
2541 EventManager.TriggerOnClientLogin(client); 2541 EventManager.TriggerOnClientLogin(client);
2542 } 2542 }
2543
2544 // Send all scene object to the new client
2545 Util.FireAndForget(delegate
2546 {
2547 Entities.ForEach(delegate(EntityBase e)
2548 {
2549 if (e != null && e is SceneObjectGroup)
2550 ((SceneObjectGroup)e).SendFullUpdateToClient(client);
2551 });
2552 });
2543 } 2553 }
2544 2554
2545 /// <summary> 2555 /// <summary>
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>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4e1383c..f693b36 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1373,25 +1373,6 @@ namespace OpenSim.Region.Framework.Scenes
1373 // m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString()); 1373 // m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
1374 } 1374 }
1375 1375
1376 /// <summary>
1377 /// Tell all scene presences that they should send updates for this part to their clients
1378 /// </summary>
1379 public void AddFullUpdateToAllAvatars()
1380 {
1381 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1382 {
1383 AddFullUpdateToAvatar(avatar);
1384 });
1385 }
1386
1387 /// <summary>
1388 /// Tell the scene presence that it should send updates for this part to its client
1389 /// </summary>
1390 public void AddFullUpdateToAvatar(ScenePresence presence)
1391 {
1392 presence.SceneViewer.QueuePartForUpdate(this);
1393 }
1394
1395 public void AddNewParticleSystem(Primitive.ParticleSystem pSystem) 1376 public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
1396 { 1377 {
1397 m_particleSystem = pSystem.GetBytes(); 1378 m_particleSystem = pSystem.GetBytes();
@@ -1402,20 +1383,6 @@ namespace OpenSim.Region.Framework.Scenes
1402 m_particleSystem = new byte[0]; 1383 m_particleSystem = new byte[0];
1403 } 1384 }
1404 1385
1405 /// Terse updates
1406 public void AddTerseUpdateToAllAvatars()
1407 {
1408 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1409 {
1410 AddTerseUpdateToAvatar(avatar);
1411 });
1412 }
1413
1414 public void AddTerseUpdateToAvatar(ScenePresence presence)
1415 {
1416 presence.SceneViewer.QueuePartForUpdate(this);
1417 }
1418
1419 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) 1386 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
1420 { 1387 {
1421 byte[] data = new byte[16]; 1388 byte[] data = new byte[16];
@@ -2650,8 +2617,6 @@ namespace OpenSim.Region.Framework.Scenes
2650 //ParentGroup.RootPart.m_groupPosition = newpos; 2617 //ParentGroup.RootPart.m_groupPosition = newpos;
2651 } 2618 }
2652 ScheduleTerseUpdate(); 2619 ScheduleTerseUpdate();
2653
2654 //SendTerseUpdateToAllClients();
2655 } 2620 }
2656 2621
2657 public void PreloadSound(string sound) 2622 public void PreloadSound(string sound)
@@ -2834,6 +2799,13 @@ namespace OpenSim.Region.Framework.Scenes
2834 if (ParentGroup == null) 2799 if (ParentGroup == null)
2835 return; 2800 return;
2836 2801
2802 // This was pulled from SceneViewer. Attachments always receive full updates.
2803 // I could not verify if this is a requirement but this maintains existing behavior
2804 if (ParentGroup.IsAttachment)
2805 {
2806 ScheduleFullUpdate();
2807 }
2808
2837 if (UpdateFlag == UpdateRequired.NONE) 2809 if (UpdateFlag == UpdateRequired.NONE)
2838 { 2810 {
2839 ParentGroup.HasGroupChanged = true; 2811 ParentGroup.HasGroupChanged = true;
@@ -2928,23 +2900,6 @@ namespace OpenSim.Region.Framework.Scenes
2928 } 2900 }
2929 2901
2930 /// <summary> 2902 /// <summary>
2931 /// Send a full update to all clients except the one nominated.
2932 /// </summary>
2933 /// <param name="agentID"></param>
2934 public void SendFullUpdateToAllClientsExcept(UUID agentID)
2935 {
2936 if (ParentGroup == null)
2937 return;
2938
2939 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2940 {
2941 // Ugly reference :(
2942 if (avatar.UUID != agentID)
2943 SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID));
2944 });
2945 }
2946
2947 /// <summary>
2948 /// Sends a full update to the client 2903 /// Sends a full update to the client
2949 /// </summary> 2904 /// </summary>
2950 /// <param name="remoteClient"></param> 2905 /// <param name="remoteClient"></param>
@@ -3020,7 +2975,8 @@ namespace OpenSim.Region.Framework.Scenes
3020 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 2975 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
3021 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2976 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3022 { 2977 {
3023 AddTerseUpdateToAllAvatars(); 2978
2979 SendTerseUpdateToAllClients();
3024 ClearUpdateSchedule(); 2980 ClearUpdateSchedule();
3025 2981
3026 // Update the "last" values 2982 // Update the "last" values
@@ -3035,7 +2991,7 @@ namespace OpenSim.Region.Framework.Scenes
3035 } 2991 }
3036 case UpdateRequired.FULL: 2992 case UpdateRequired.FULL:
3037 { 2993 {
3038 AddFullUpdateToAllAvatars(); 2994 SendFullUpdateToAllClients();
3039 break; 2995 break;
3040 } 2996 }
3041 } 2997 }
@@ -3140,9 +3096,9 @@ namespace OpenSim.Region.Framework.Scenes
3140 /// </summary> 3096 /// </summary>
3141 public void SendTerseUpdateToAllClients() 3097 public void SendTerseUpdateToAllClients()
3142 { 3098 {
3143 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3099 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
3144 { 3100 {
3145 SendTerseUpdateToClient(avatar.ControllingClient); 3101 SendTerseUpdateToClient(client);
3146 }); 3102 });
3147 } 3103 }
3148 3104
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9ebb6dd..098437a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -135,7 +135,6 @@ namespace OpenSim.Region.Framework.Scenes
135 private Vector3 m_lastPosition; 135 private Vector3 m_lastPosition;
136 private Quaternion m_lastRotation; 136 private Quaternion m_lastRotation;
137 private Vector3 m_lastVelocity; 137 private Vector3 m_lastVelocity;
138 //private int m_lastTerseSent;
139 138
140 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
141 private int m_userFlags; 140 private int m_userFlags;
@@ -644,14 +643,6 @@ namespace OpenSim.Region.Framework.Scenes
644 set { m_health = value; } 643 set { m_health = value; }
645 } 644 }
646 645
647 private ISceneViewer m_sceneViewer;
648
649 public ISceneViewer SceneViewer
650 {
651 get { return m_sceneViewer; }
652 private set { m_sceneViewer = value; }
653 }
654
655 public void AdjustKnownSeeds() 646 public void AdjustKnownSeeds()
656 { 647 {
657 Dictionary<ulong, string> seeds; 648 Dictionary<ulong, string> seeds;
@@ -755,7 +746,6 @@ namespace OpenSim.Region.Framework.Scenes
755 AttachmentsSyncLock = new Object(); 746 AttachmentsSyncLock = new Object();
756 747
757 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 748 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
758 SceneViewer = new SceneViewer(this);
759 Animator = new ScenePresenceAnimator(this); 749 Animator = new ScenePresenceAnimator(this);
760 PresenceType = type; 750 PresenceType = type;
761 DrawDistance = world.DefaultDrawDistance; 751 DrawDistance = world.DefaultDrawDistance;
@@ -866,16 +856,6 @@ namespace OpenSim.Region.Framework.Scenes
866 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID); 856 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
867 } 857 }
868 858
869 /// <summary>
870 /// Send updates to the client about prims which have been placed on the update queue. We don't
871 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
872 /// timestamp has already been sent.
873 /// </summary>
874 public void SendPrimUpdates()
875 {
876 SceneViewer.SendPrimUpdates();
877 }
878
879 #region Status Methods 859 #region Status Methods
880 860
881 /// <summary> 861 /// <summary>
@@ -2412,10 +2392,6 @@ namespace OpenSim.Region.Framework.Scenes
2412 const float ROTATION_TOLERANCE = 0.01f; 2392 const float ROTATION_TOLERANCE = 0.01f;
2413 const float VELOCITY_TOLERANCE = 0.001f; 2393 const float VELOCITY_TOLERANCE = 0.001f;
2414 const float POSITION_TOLERANCE = 0.05f; 2394 const float POSITION_TOLERANCE = 0.05f;
2415 //const int TIME_MS_TOLERANCE = 3000;
2416
2417 if (!sendingPrims)
2418 Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
2419 2395
2420 if (IsChildAgent == false) 2396 if (IsChildAgent == false)
2421 { 2397 {
@@ -2427,7 +2403,6 @@ namespace OpenSim.Region.Framework.Scenes
2427 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2403 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2428 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2404 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2429 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2405 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2430 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2431 { 2406 {
2432 SendTerseUpdateToAllClients(); 2407 SendTerseUpdateToAllClients();
2433 2408
@@ -2435,7 +2410,6 @@ namespace OpenSim.Region.Framework.Scenes
2435 m_lastPosition = m_pos; 2410 m_lastPosition = m_pos;
2436 m_lastRotation = Rotation; 2411 m_lastRotation = Rotation;
2437 m_lastVelocity = Velocity; 2412 m_lastVelocity = Velocity;
2438 //m_lastTerseSent = Environment.TickCount;
2439 } 2413 }
2440 2414
2441 // followed suggestion from mic bowman. reversed the two lines below. 2415 // followed suggestion from mic bowman. reversed the two lines below.
@@ -3420,8 +3394,6 @@ namespace OpenSim.Region.Framework.Scenes
3420 // unsetting the elapsed callback should be enough to allow for cleanup however. 3394 // unsetting the elapsed callback should be enough to allow for cleanup however.
3421 // m_reprioritizationTimer.Dispose(); 3395 // m_reprioritizationTimer.Dispose();
3422 3396
3423 SceneViewer.Close();
3424
3425 RemoveFromPhysicalScene(); 3397 RemoveFromPhysicalScene();
3426 Animator.Close(); 3398 Animator.Close();
3427 Animator = null; 3399 Animator = null;
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
deleted file mode 100644
index d6bb81c..0000000
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ /dev/null
@@ -1,251 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using log4net;
32using OpenSim.Framework;
33using OpenSim.Framework.Client;
34using OpenSim.Region.Framework.Interfaces;
35using OpenSim.Region.Framework.Scenes.Types;
36
37namespace OpenSim.Region.Framework.Scenes
38{
39 public class SceneViewer : ISceneViewer
40 {
41 /// <summary>
42 /// Is this scene viewer enabled?
43 /// </summary>
44 private bool IsEnabled { get; set; }
45
46 /// <summary>
47 /// The scene presence serviced by this viewer.
48 /// </summary>
49 protected ScenePresence m_presence;
50
51 /// <summary>
52 /// The queue of parts for which we need to send out updates.
53 /// </summary>
54 protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
55
56 /// <summary>
57 /// The queue of objects for which we need to send out updates.
58 /// </summary>
59 protected Queue<SceneObjectGroup> m_pendingObjects;
60
61 /// <summary>
62 /// The last update assocated with a given part update.
63 /// </summary>
64 protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
65
66 public SceneViewer(ScenePresence presence)
67 {
68 m_presence = presence;
69 IsEnabled = true;
70 }
71
72 public void QueuePartForUpdate(SceneObjectPart part)
73 {
74 if (!IsEnabled)
75 return;
76
77 lock (m_partsUpdateQueue)
78 {
79 m_partsUpdateQueue.Enqueue(part);
80 }
81 }
82
83 public void SendPrimUpdates()
84 {
85 if (m_pendingObjects == null)
86 {
87 m_pendingObjects = new Queue<SceneObjectGroup>();
88
89 lock (m_pendingObjects)
90 {
91 EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
92 foreach (EntityBase e in entities)
93 {
94 if (e != null && e is SceneObjectGroup)
95 m_pendingObjects.Enqueue((SceneObjectGroup)e);
96 }
97 }
98 }
99
100 lock (m_pendingObjects)
101 {
102 // We must do this under lock so that we don't suffer a race condition if another thread closes the
103 // viewer
104 if (!IsEnabled)
105 return;
106
107 while (m_pendingObjects != null && m_pendingObjects.Count > 0)
108 {
109 SceneObjectGroup g = m_pendingObjects.Dequeue();
110 // Yes, this can really happen
111 if (g == null)
112 continue;
113
114 // This is where we should check for draw distance
115 // do culling and stuff. Problem with that is that until
116 // we recheck in movement, that won't work right.
117 // So it's not implemented now.
118 //
119
120 // Don't even queue if we have sent this one
121 //
122 if (!m_updateTimes.ContainsKey(g.UUID))
123 g.ScheduleFullUpdateToAvatar(m_presence);
124 }
125
126 while (m_partsUpdateQueue.Count > 0)
127 {
128 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
129
130 if (part.ParentGroup.IsDeleted)
131 continue;
132
133 if (m_updateTimes.ContainsKey(part.UUID))
134 {
135 ScenePartUpdate update = m_updateTimes[part.UUID];
136
137 // We deal with the possibility that two updates occur at
138 // the same unix time at the update point itself.
139 if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
140 {
141 // m_log.DebugFormat(
142 // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
143 // part.Name, part.UUID, part.TimeStampFull);
144
145 part.SendFullUpdate(m_presence.ControllingClient,
146 m_presence.GenerateClientFlags(part.UUID));
147
148 // We'll update to the part's timestamp rather than
149 // the current time to avoid the race condition
150 // whereby the next tick occurs while we are doing
151 // this update. If this happened, then subsequent
152 // updates which occurred on the same tick or the
153 // next tick of the last update would be ignored.
154 update.LastFullUpdateTime = part.TimeStampFull;
155 }
156 else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
157 {
158 // m_log.DebugFormat(
159 // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
160 // part.Name, part.UUID, part.TimeStampTerse);
161
162 part.SendTerseUpdateToClient(m_presence.ControllingClient);
163
164 update.LastTerseUpdateTime = part.TimeStampTerse;
165 }
166 }
167 else
168 {
169 //never been sent to client before so do full update
170 ScenePartUpdate update = new ScenePartUpdate();
171 update.FullID = part.UUID;
172 update.LastFullUpdateTime = part.TimeStampFull;
173 m_updateTimes.Add(part.UUID, update);
174
175 // Attachment handling
176 //
177 if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
178 {
179 if (part != part.ParentGroup.RootPart)
180 continue;
181
182 part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
183 continue;
184 }
185
186 part.SendFullUpdate(m_presence.ControllingClient,
187 m_presence.GenerateClientFlags(part.UUID));
188 }
189 }
190 }
191 }
192
193// public void Reset()
194// {
195// if (m_pendingObjects == null)
196// return;
197//
198// lock (m_pendingObjects)
199// {
200// if (m_pendingObjects != null)
201// {
202// m_pendingObjects.Clear();
203// m_pendingObjects = null;
204// }
205// }
206// }
207
208 public void Close()
209 {
210 lock (m_pendingObjects)
211 {
212 // We perform this under the m_pendingObjects lock in order to avoid a race condition with another
213 // thread on SendPrimUpdates()
214 IsEnabled = false;
215
216 lock (m_updateTimes)
217 {
218 m_updateTimes.Clear();
219 }
220
221 lock (m_partsUpdateQueue)
222 {
223 m_partsUpdateQueue.Clear();
224 }
225 }
226 }
227
228 public int GetPendingObjectsCount()
229 {
230 if (m_pendingObjects != null)
231 lock (m_pendingObjects)
232 return m_pendingObjects.Count;
233
234 return 0;
235 }
236
237 public class ScenePartUpdate
238 {
239 public UUID FullID;
240 public uint LastFullUpdateTime;
241 public uint LastTerseUpdateTime;
242
243 public ScenePartUpdate()
244 {
245 FullID = UUID.Zero;
246 LastFullUpdateTime = 0;
247 LastTerseUpdateTime = 0;
248 }
249 }
250 }
251}