at last we can login and see objects ( friends is dead and disable in

scenepresence)
This commit is contained in:
UbitUmarov
2015-09-03 18:39:08 +01:00
parent a11edceb00
commit cdaed11387
25 changed files with 116 additions and 251 deletions

View File

@@ -3864,6 +3864,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{
/*
if (entity.UUID == m_agentId && !updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
ImprovedTerseObjectUpdatePacket packet
@@ -3874,27 +3875,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
packet.ObjectData[0] = CreateImprovedTerseBlock(entity, false);
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
return;
}
else if (entity is SceneObjectPart)
*/
if (entity is SceneObjectPart)
{
SceneObjectPart e = (SceneObjectPart)entity;
SceneObjectGroup g = e.ParentGroup;
if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
return; // Don't send updates for other people's HUDs
return; // Don't send updates for other people's HUDs
}
else
{
//double priority = m_prioritizer.GetUpdatePriority(this, entity);
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
//double priority = m_prioritizer.GetUpdatePriority(this, entity);
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
/// <summary>
/// Requeue an EntityUpdate when it was not acknowledged by the client.
/// We will update the priority and put it in the correct queue, merging update flags