/// <summary> /// Add the part to the queue of parts for which we need to send an update to the client /// </summary> /// <param name="part"></param> public void QueuePartForUpdate(SceneObjectPart part, PrimUpdateFlags UpdateFlags) { lock (m_partsUpdateQueue) { PrimUpdate update = new PrimUpdate(); update.Part = part; update.UpdateFlags = UpdateFlags; m_partsUpdateQueue.Enqueue(update); } }
public void Enqueue(PrimUpdate part) { lock (m_syncObject) { if (!m_ids.ContainsKey(part.Part.UUID)) { m_ids.Add(part.Part.UUID, true); m_queue.Enqueue(part); } } }
/// <summary> /// Add the part to the queue of parts for which we need to send an update to the client /// </summary> /// <param name="part"></param> public void QueuePartForUpdate(SceneObjectPart part, PrimUpdateFlags UpdateFlags) { lock (m_partsUpdateQueue) { PrimUpdate update = new PrimUpdate(); update.Part = part; update.UpdateFlags = UpdateFlags; m_partsUpdateQueue.Enqueue(update); //Make it check when the user comes around to it again if (m_objectsInView.Contains(part.UUID)) m_objectsInView.Remove(part.UUID); } }