* On client login, send only one terrain patch at a time (with pauses) instead of 4 at a time

* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches
* See http://opensimulator.org/mantis/view.php?id=1662 for more details
This commit is contained in:
Justin Clarke Casey
2008-07-03 23:04:12 +00:00
parent 7fea52be35
commit 8251508412
4 changed files with 41 additions and 13 deletions

View File

@@ -45,7 +45,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
public TerrainChannel()
{
map = new double[Constants.RegionSize,Constants.RegionSize];
map = new double[Constants.RegionSize, Constants.RegionSize];
taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
int x;

View File

@@ -494,8 +494,9 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
}
/// <summary>
/// Checks to see if the terrain has been modified since last check
/// if the call is asked to respect the estate settings for terrain_raise_limit and
/// Checks to see if the terrain has been modified since last check.
/// If it has been modified, every all the terrain patches are sent to the client.
/// If the call is asked to respect the estate settings for terrain_raise_limit and
/// terrain_lower_limit, it will clamp terrain updates between these values
/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
@@ -520,6 +521,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
// what we are going to send to the client
serialised = m_channel.GetFloatsSerialised();
}
SendToClients(serialised, x, y);
shouldTaint = true;
}
@@ -578,7 +580,11 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
private void SendToClients(float[] serialised, int x, int y)
{
m_scene.ForEachClient(
delegate(IClientAPI controller) { controller.SendLayerData(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised); });
delegate(IClientAPI controller)
{ controller.SendLayerData(
x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised);
}
);
}
private void client_OnModifyTerrain(float height, float seconds, byte size, byte action, float north, float west,