Send multiple terrain patches per terrain update packet if terrain
draw distance optimization is enabled. Makes terrain editting a lot snappier.bullet-2.82
parent
3aa99b9a7f
commit
0aa0dad478
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@ -1154,6 +1154,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Send the region heightmap to the client
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/// This method is only called when not doing intellegent terrain patch sending and
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/// is only called when the scene presence is initially created and sends all of the
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/// region's patches to the client.
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/// </summary>
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/// <param name="map">heightmap</param>
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public virtual void SendLayerData(float[] map)
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@ -1237,9 +1240,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Legacy form of invocation that passes around a bare data array.
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// Just ignore what was passed and use the real terrain info that is part of the scene.
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// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
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// there is a special form for specifying multiple terrain patches to send.
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// The form is to pass 'px' as negative the number of patches to send and to
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// pass the float array as pairs of patch X and Y coordinates. So, passing 'px'
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// as -2 and map= [3, 5, 8, 4] would mean to send two terrain heightmap patches
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// and the patches to send are <3,5> and <8,4>.
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public void SendLayerData(int px, int py, float[] map)
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{
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SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
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if (px >= 0)
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{
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SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
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}
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else
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{
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int numPatches = -px;
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int[] xPatches = new int[numPatches];
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int[] yPatches = new int[numPatches];
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for (int pp = 0; pp < numPatches; pp++)
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{
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xPatches[pp] = (int)map[pp * 2];
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yPatches[pp] = (int)map[pp * 2 + 1];
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}
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// DebugSendingPatches("SendLayerData", xPatches, yPatches);
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SendLayerData(xPatches, yPatches, m_scene.Heightmap.GetTerrainData());
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}
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}
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private void DebugSendingPatches(string pWho, int[] pX, int[] pY)
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{
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if (m_log.IsDebugEnabled)
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{
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int numPatches = pX.Length;
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string Xs = "";
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string Ys = "";
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for (int pp = 0; pp < numPatches; pp++)
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{
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Xs += String.Format("{0}", (int)pX[pp]) + ",";
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Ys += String.Format("{0}", (int)pY[pp]) + ",";
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}
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m_log.DebugFormat("{0} {1}: numPatches={2}, X={3}, Y={4}", LogHeader, pWho, numPatches, Xs, Ys);
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}
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}
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/// <summary>
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@ -1251,6 +1294,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="py">Patch coordinate (y) 0..15</param>
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/// <param name="map">heightmap</param>
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public void SendLayerData(int px, int py, TerrainData terrData)
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{
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int[] xPatches = new[] { px };
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int[] yPatches = new[] { py };
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SendLayerData(xPatches, yPatches, terrData);
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}
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private void SendLayerData(int[] px, int[] py, TerrainData terrData)
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{
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try
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{
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@ -1259,31 +1309,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(terrData.GetFloatsSerialized(), patchInd);
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*/
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
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// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
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// We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area
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// invalidating previous packets for that area.
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// It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a
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// tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower.
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// One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will
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// have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain
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// patches.
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// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss.
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if (m_justEditedTerrain)
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// Many, many patches could have been passed to us. Since the patches will be compressed
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// into variable sized blocks, we cannot pre-compute how many will fit into one
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// packet. While some fancy packing algorithm is possible, 4 seems to always fit.
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int PatchesAssumedToFit = 4;
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for (int pcnt = 0; pcnt < px.Length; pcnt += PatchesAssumedToFit)
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{
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layerpack.Header.Reliable = false;
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OutPacket(layerpack, ThrottleOutPacketType.Unknown );
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}
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else
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{
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layerpack.Header.Reliable = true;
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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int remaining = Math.Min(px.Length - pcnt, PatchesAssumedToFit);
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int[] xPatches = new int[remaining];
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int[] yPatches = new int[remaining];
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for (int ii = 0; ii < remaining; ii++)
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{
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xPatches[ii] = px[pcnt + ii];
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yPatches[ii] = py[pcnt + ii];
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}
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, xPatches, yPatches);
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// DebugSendingPatches("SendLayerDataInternal", xPatches, yPatches);
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SendTheLayerPacket(layerpack);
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}
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// LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
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}
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catch (Exception e)
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{
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@ -1291,6 +1337,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a
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// sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we
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// start skipping the queues until they're done editing the terrain. We also make them
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// unreliable because it's extremely likely that multiple packets will be sent for a terrain patch
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// area invalidating previous packets for that area.
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// It's possible for an editing user to flood themselves with edited packets but the majority
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// of use cases are such that only a tiny percentage of users will be editing the terrain.
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// Other, non-editing users will see the edits much slower.
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// One last note on this topic, by the time users are going to be editing the terrain, it's
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// extremely likely that the sim will have rezzed already and therefore this is not likely going
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// to cause any additional issues with lost packets, objects or terrain patches.
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// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we
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// only have one cache miss.
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private void SendTheLayerPacket(LayerDataPacket layerpack)
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{
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if (m_justEditedTerrain)
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{
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layerpack.Header.Reliable = false;
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OutPacket(layerpack, ThrottleOutPacketType.Unknown );
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}
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else
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{
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layerpack.Header.Reliable = true;
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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}
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}
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/// <summary>
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/// Send the wind matrix to the client
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/// </summary>
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@ -1035,12 +1035,24 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
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// Sort the patches to send by the distance from the presence
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toSend.Sort();
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/*
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foreach (PatchesToSend pts in toSend)
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{
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// TODO: one can send multiple patches in a packet. Do that.
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pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
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// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
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}
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*/
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int[] xPieces = new int[toSend.Count];
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int[] yPieces = new int[toSend.Count];
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float[] patchPieces = new float[toSend.Count * 2];
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int pieceIndex = 0;
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foreach (PatchesToSend pts in toSend)
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{
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patchPieces[pieceIndex++] = pts.PatchX;
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patchPieces[pieceIndex++] = pts.PatchY;
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}
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pups.Presence.ControllingClient.SendLayerData(-toSend.Count, 0, patchPieces);
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}
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}
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}
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@ -119,6 +119,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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xPieces[0] = patchX; // patch X dimension
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yPieces[0] = patchY;
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return CreateLandPacket(terrData, xPieces, yPieces);
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}
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public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] xPieces, int[] yPieces)
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{
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byte landPacketType = (byte)TerrainPatch.LayerType.Land;
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if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
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{
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@ -148,8 +153,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Array of indexes in the grid of patches.
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/// </param>
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/// <param name="type"></param>
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/// <param name="pRegionSizeX"></param>
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/// <param name="pRegionSizeY"></param>
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/// <returns></returns>
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public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
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{
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