From a4304fb9e6ec94b9a2aa70db85a68b9b102d4c33 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Thu, 13 Mar 2008 00:22:38 +0000
Subject: * Fix Mantis 761 (linking and delinking prims rapidly caused prims to
'disappear') * Root cause was that if two updates occurred in the same second
of time, the second one was never sent * Linking/delinking appears to be okay
now
---
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 30 ++++++++++++++--------
1 file changed, 20 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index fc13ebb..2f35fe3 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -418,6 +418,10 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
+ ///
+ /// Add the part to the queue of parts for which we need to send an update to the client
+ ///
+ ///
public void QueuePartForUpdate(SceneObjectPart part)
{
//if (InterestList.Contains(part.ParentGroup))
@@ -434,6 +438,11 @@ namespace OpenSim.Region.Environment.Scenes
return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID);
}
+ ///
+ /// Send updates to the client about prims which have been placed on the update queue. We don't
+ /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
+ /// timestamp has already been sent.
+ ///
public void SendPrimUpdates()
{
// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
@@ -446,13 +455,12 @@ namespace OpenSim.Region.Environment.Scenes
if (!m_gotAllObjectsInScene)
{
if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
- {
-
+ {
m_scene.SendAllSceneObjectsToClient(this);
- m_gotAllObjectsInScene = true;
-
+ m_gotAllObjectsInScene = true;
}
}
+
if (m_partsUpdateQueue.Count > 0)
{
bool runUpdate = true;
@@ -465,16 +473,18 @@ namespace OpenSim.Region.Environment.Scenes
ScenePartUpdate update = m_updateTimes[part.UUID];
// Two updates can occur with the same timestamp (especially
- // since our timestamp resolution is to the nearest second). The first
- // could have been sent in the last update - we still need to send the
- // second here.
-
- if (update.LastFullUpdateTime < part.TimeStampFull)
+ // since our timestamp resolution is to the nearest second). Therefore, we still need
+ // to send an update even if the last full update time is identical to the part's
+ // update timestamp.
+ //
+ // If we don't do this, various events (such as linking and delinking in the same
+ // second), will stop working properly!
+ if (update.LastFullUpdateTime <= part.TimeStampFull)
{
//need to do a full update
part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
- // We'll update to the part's timestamp rather than the current to
+ // We'll update to the part's timestamp rather than the current time to
// avoid the race condition whereby the next tick occurs while we are
// doing this update. If this happened, then subsequent updates which occurred
// on the same tick or the next tick of the last update would be ignored.
--
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