From 233e16b99cc80190d41143ecdfe01308eb39932a Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sun, 18 Oct 2009 20:24:20 -0700 Subject: * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 79f6366..a078b3d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3791,15 +3791,15 @@ if (m_shape != null) { if (ParentGroup.RootPart == this) lPos = AbsolutePosition; } - + // Causes this thread to dig into the Client Thread Data. // Remember your locking here! remoteClient.SendPrimTerseUpdate(new SendPrimitiveTerseData(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, lPos, - RotationOffset, Velocity, + RotationOffset, Velocity, Acceleration, RotationalVelocity, state, FromItemID, - OwnerID, (int)AttachmentPoint, ParentGroup.GetUpdatePriority(remoteClient))); + OwnerID, (int)AttachmentPoint, null, ParentGroup.GetUpdatePriority(remoteClient))); } public void AddScriptLPS(int count) -- cgit v1.1