* Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time

* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
This commit is contained in:
John Hurliman
2009-10-15 15:25:02 -07:00
parent b1c93cd3b1
commit d44b50ee46
9 changed files with 255 additions and 68 deletions

View File

@@ -224,11 +224,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
foreach (Scene s in m_scenes)
{
s.ForEachScenePresence(delegate(ScenePresence presence)
{
TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName,
c.Type, message, sourceType);
});
s.ForEachScenePresence(
delegate(ScenePresence presence)
{
TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType);
}
);
}
}

View File

@@ -756,7 +756,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
public void sendRegionHandshakeToAll()
{
m_scene.Broadcast(sendRegionHandshake);
m_scene.ForEachClient(sendRegionHandshake);
}
public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2)

View File

@@ -1061,7 +1061,7 @@ namespace OpenSim.Region.CoreModules.World.Land
{
land.LandData.OwnerID = ownerID;
m_scene.Broadcast(SendParcelOverlay);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(remote_client);
}
}
@@ -1083,7 +1083,7 @@ namespace OpenSim.Region.CoreModules.World.Land
land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
else
land.LandData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
m_scene.Broadcast(SendParcelOverlay);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(remote_client);
}
}
@@ -1107,7 +1107,7 @@ namespace OpenSim.Region.CoreModules.World.Land
land.LandData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
land.LandData.IsGroupOwned = false;
m_scene.Broadcast(SendParcelOverlay);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(remote_client);
}
}