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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs16
1 files changed, 9 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4c62127..e27c02b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -331,7 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
331 331
332 private float m_sitAvatarHeight = 2.0f; 332 private float m_sitAvatarHeight = 2.0f;
333 333
334 private bool childUpdatesActive = false; 334 private bool childUpdatesBusy = false;
335 private int lastChildUpdatesTime; 335 private int lastChildUpdatesTime;
336 private Vector3 m_lastChildAgentUpdatePosition; 336 private Vector3 m_lastChildAgentUpdatePosition;
337// private Vector3 m_lastChildAgentUpdateCamPosition; 337// private Vector3 m_lastChildAgentUpdateCamPosition;
@@ -1033,7 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
1033 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = 1033 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition =
1034 m_lastCameraPosition = ControllingClient.StartPos; 1034 m_lastCameraPosition = ControllingClient.StartPos;
1035 1035
1036 childUpdatesActive = true; // disable it for now 1036 childUpdatesBusy = true; // disable it for now
1037 1037
1038 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 1038 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
1039 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 1039 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
@@ -2036,8 +2036,10 @@ namespace OpenSim.Region.Framework.Scenes
2036 m_agentTransfer.EnableChildAgents(this); 2036 m_agentTransfer.EnableChildAgents(this);
2037 } 2037 }
2038 // let updates be sent, with some delay 2038 // let updates be sent, with some delay
2039 lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000; 2039// lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
2040 childUpdatesActive = false; // allow them 2040 // temporary make them on next update
2041 lastChildUpdatesTime = Util.EnvironmentTickCount() - 50000;
2042 childUpdatesBusy = false; // allow them
2041 } 2043 }
2042 } 2044 }
2043 2045
@@ -3896,7 +3898,7 @@ namespace OpenSim.Region.Framework.Scenes
3896 m_scene.EventManager.TriggerSignificantClientMovement(this); 3898 m_scene.EventManager.TriggerSignificantClientMovement(this);
3897 } 3899 }
3898 3900
3899 if(!childUpdatesActive) 3901 if(!childUpdatesBusy)
3900 { 3902 {
3901 int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime); 3903 int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime);
3902 if(tdiff > CHILDUPDATES_TIME) 3904 if(tdiff > CHILDUPDATES_TIME)
@@ -3904,7 +3906,7 @@ namespace OpenSim.Region.Framework.Scenes
3904 diff = pos - m_lastChildAgentUpdatePosition; 3906 diff = pos - m_lastChildAgentUpdatePosition;
3905 if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) 3907 if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
3906 { 3908 {
3907 childUpdatesActive = true; 3909 childUpdatesBusy = true;
3908 m_lastChildAgentUpdatePosition = pos; 3910 m_lastChildAgentUpdatePosition = pos;
3909// m_lastChildAgentUpdateCamPosition = CameraPosition; 3911// m_lastChildAgentUpdateCamPosition = CameraPosition;
3910 3912
@@ -3925,7 +3927,7 @@ namespace OpenSim.Region.Framework.Scenes
3925 { 3927 {
3926 m_scene.SendOutChildAgentUpdates(agentpos, this); 3928 m_scene.SendOutChildAgentUpdates(agentpos, this);
3927 lastChildUpdatesTime = Util.EnvironmentTickCount(); 3929 lastChildUpdatesTime = Util.EnvironmentTickCount();
3928 childUpdatesActive= false; 3930 childUpdatesBusy = false;
3929 }, null, "ScenePresence.SendOutChildAgentUpdates"); 3931 }, null, "ScenePresence.SendOutChildAgentUpdates");
3930 } 3932 }
3931 } 3933 }