- Lower TIME_MS_TOLERANCE to 200ms - Allow m_updateFlag to be reset to 0 in the event of a terse update being rejected - Re-add a synchronous SendTo for certain types of packets

This commit is contained in:
unknown
2009-11-15 21:38:38 +01:00
committed by Melanie
parent d5c18f6149
commit 28aa8010b2
4 changed files with 49 additions and 15 deletions

View File

@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Clear all pending updates of parts to clients
/// </summary>
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
private void SendObjectPropertiesToClient(UUID AgentID)
{
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -2387,8 +2379,8 @@ namespace OpenSim.Region.Framework.Scenes
{
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f;
const int TIME_MS_TOLERANCE = 3000;
const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
if (m_updateFlag == 1)
{
@@ -2401,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
@@ -2419,13 +2411,15 @@ namespace OpenSim.Region.Framework.Scenes
m_lastAngularVelocity = AngularVelocity;
m_lastTerseSent = Environment.TickCount;
}
//Moved this outside of the if clause so updates don't get blocked.. *sigh*
m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
}
else
{
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
{
AddFullUpdateToAllAvatars();
ClearUpdateSchedule();
m_updateFlag = 0; //Same here
}
}
}