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don't explicitly release simulator status
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parent
ec26b4595a
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1 changed files with 7 additions and 3 deletions
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@ -258,8 +258,12 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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properties.setSimulatorID(myNodeID);
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} else if (simulatorID == myNodeID && zeroSpeed && zeroSpin) {
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// we are the simulator and the object has stopped. give up "simulator" status
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_entity->setSimulatorID(QUuid());
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properties.setSimulatorID(QUuid());
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// XXX the entity server will clear the simulatorID after 2 seconds. if the interface clears
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// it here, every node that sees the entity-stopped-moving packets will rebroadcast them.
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// _entity->setSimulatorID(QUuid());
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// properties.setSimulatorID(QUuid());
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}
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// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.
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@ -270,7 +274,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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}
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if (_numNonMovingUpdates <= 1) {
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// we only update lastEdited when we're sending new physics data
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// (i.e. NOT when we just simulate the positions forward, nore when we resend non-moving data)
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// (i.e. NOT when we just simulate the positions forward, nor when we resend non-moving data)
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// NOTE: Andrew & Brad to discuss. Let's make sure we're using lastEdited, lastSimulated, and lastUpdated correctly
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quint64 lastSimulated = _entity->getLastSimulated();
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_entity->setLastEdited(lastSimulated);
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