public void ScheduleFullUpdate()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
if (m_parentGroup != null)
{
m_parentGroup.QueueForUpdateCheck();
}
int timeNow = Util.UnixTimeSinceEpoch();
// If multiple updates are scheduled on the same second, we still need to perform all of them
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
// to be performed.
if (timeNow <= TimeStampFull)
{
TimeStampFull += 1;
}
else
{
TimeStampFull = (uint)timeNow;
}
m_updateFlag = 2;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
}