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Remove SceneViewer from ScenePresence to reduce quadruple queueing of
prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
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@@ -1760,30 +1760,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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{
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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RootPart.AddFullUpdateToAvatar(presence);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (part != RootPart)
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part.AddFullUpdateToAvatar(presence);
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}
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}
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public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
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{
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// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].AddTerseUpdateToAvatar(presence);
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}
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/// <summary>
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/// Schedule a full update for this scene object
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/// </summary>
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