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Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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@@ -996,19 +996,19 @@ namespace OpenSim.Client.MXP.ClientStack
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// Need to translate to MXP somehow
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}
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public void SendAvatarData(ulong regionHandle, string firstName, string lastName, string grouptitle, UUID avatarID, uint avatarLocalID, Vector3 position, byte[] textureEntry, uint parentID, Quaternion rotation)
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public void SendAvatarData(SendAvatarData data)
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{
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//ScenePresence presence=((Scene)this.Scene).GetScenePresence(avatarID);
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UUID ownerID = avatarID;
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MXPSendAvatarData(firstName + " " + lastName, ownerID, UUID.Zero, avatarID, avatarLocalID, position, rotation);
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UUID ownerID = data.avatarID;
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MXPSendAvatarData(data.firstName + " " + data.lastName, ownerID, UUID.Zero, data.avatarID, data.avatarLocalID, data.Pos, data.rotation);
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}
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public void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, Vector3 position, Vector3 velocity, Quaternion rotation, UUID uuid)
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public void SendAvatarTerseUpdate(SendAvatarTerseData data)
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{
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MovementEventMessage me = new MovementEventMessage();
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me.ObjectIndex = localID;
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me.Location =ToOmVector(position);
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me.Orientation = ToOmQuaternion(rotation);
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me.ObjectIndex = data.localID;
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me.Location = ToOmVector(data.position);
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me.Orientation = ToOmQuaternion(data.rotation);
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Session.Send(me);
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}
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@@ -1028,22 +1028,17 @@ namespace OpenSim.Client.MXP.ClientStack
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// Need to translate to MXP somehow
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}
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public void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape, Vector3 pos, Vector3 vel, Vector3 acc, Quaternion rotation, Vector3 rvel, uint flags, UUID objectID, UUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem, byte clickAction, byte material, byte[] textureanim, bool attachment, uint AttachPoint, UUID AssetId, UUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
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public void SendPrimitiveToClient(SendPrimitiveData data)
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{
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MXPSendPrimitive(localID, ownerID, acc, rvel, primShape, pos, objectID, vel, rotation, flags,text,color,parentID,particleSystem,clickAction,material,textureanim);
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MXPSendPrimitive(data.localID, data.ownerID, data.acc, data.rvel, data.primShape, data.pos, data.objectID, data.vel, data.rotation, data.flags, data.text, data.color, data.parentID, data.particleSystem, data.clickAction, data.material, data.textureanim);
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}
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public void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape, Vector3 pos, Vector3 vel, Vector3 acc, Quaternion rotation, Vector3 rvel, uint flags, UUID objectID, UUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem, byte clickAction, byte material)
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{
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MXPSendPrimitive(localID, ownerID, acc, rvel, primShape, pos, objectID, vel, rotation, flags, text, color, parentID, particleSystem, clickAction, material, new byte[0]);
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}
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public void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 rotationalvelocity, byte state, UUID AssetId, UUID owner, int attachPoint)
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public void SendPrimTerseUpdate(SendPrimitiveTerseData data)
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{
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MovementEventMessage me = new MovementEventMessage();
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me.ObjectIndex = localID;
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me.Location = ToOmVector(position);
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me.Orientation = ToOmQuaternion(rotation);
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me.ObjectIndex = data.localID;
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me.Location = ToOmVector(data.position);
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me.Orientation = ToOmQuaternion(data.rotation);
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Session.Send(me);
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}
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