From 46db73b62baec7baf0e33d83efbaafaadcd4db0d Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Thu, 23 Dec 2010 03:30:09 -0500 Subject: * Re-Adding Scene TimeDilation to Object Update Packets. * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent. --- OpenSim/Framework/IClientAPI.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Framework/IClientAPI.cs') diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 6bca6eb..21ffa9a 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -574,11 +574,13 @@ namespace OpenSim.Framework { public ISceneEntity Entity; public PrimUpdateFlags Flags; + public float TimeDilation; - public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags) + public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation) { Entity = entity; Flags = flags; + TimeDilation = timedilation; } } -- cgit v1.1