* Resolved the situation where prim is loaded from storage and when pushed never stops.

This commit is contained in:
Teravus Ovares
2007-11-16 22:13:13 +00:00
parent eb2f626561
commit 5fd2fa687e
4 changed files with 45 additions and 23 deletions

View File

@@ -337,12 +337,9 @@ namespace OpenSim.Region.Environment.Scenes
// could have been sent in the last update - we still need to send the
// second here.
// after object un-linking was introduced, this broke and needs fixing
// *all* object movements create a fullobjectupdate (which is bad)
// Physical objects do not need this bit of code, so lets make sure that they don't
// get updated and make matters worse until this gets fixed.
if (update.LastFullUpdateTime < part.TimeStampFull && !((part.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) !=0 ))
if (update.LastFullUpdateTime < part.TimeStampFull)
{
//need to do a full update
part.SendFullUpdate(ControllingClient);
@@ -357,7 +354,10 @@ namespace OpenSim.Region.Environment.Scenes
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
part.SendTerseUpdate(ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
updateCount++;
}