partially revert commit 42a9afdc43cc.. of 06-12 not allowing more updates to be enqueued on deleted objects. Keep the catch up on deenqueue, so preserving the race condition safe guard. Let Scene sendkillObject work even if object is flaged as deleted. Still not clear how this are related to mantis 7858 or even less to 7990.

This commit is contained in:
UbitUmarov
2016-08-12 03:58:04 +01:00
parent cfab2675ff
commit c04792142f
4 changed files with 26 additions and 41 deletions

View File

@@ -4007,7 +4007,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool doCulling = m_scene.ObjectsCullingByDistance;
float cullingrange = 64.0f;
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
@@ -4048,7 +4047,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Instead send another kill object, because the first one may have gotten
// into a race condition
if (!m_killRecord.Contains(grp.LocalId))
{
m_killRecord.Add(grp.LocalId);
maxUpdatesBytes -= 30;
}
continue;
}
@@ -4336,16 +4338,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_killRecord.Clear();
}
if (kills.Count > 0)
{
foreach(SceneObjectGroup grp in kills)
{
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.Kill);
}
kills.Clear();
}
if(GroupsNeedFullUpdate.Count > 0)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)