Send multiple terrain patches per terrain update packet if terrain

draw distance optimization is enabled. Makes terrain editting a lot
snappier.
bullet-2.82
Robert Adams 2014-06-01 19:22:26 -07:00
parent 3aa99b9a7f
commit 0aa0dad478
3 changed files with 118 additions and 27 deletions

View File

@ -1154,6 +1154,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>
/// Send the region heightmap to the client
/// This method is only called when not doing intellegent terrain patch sending and
/// is only called when the scene presence is initially created and sends all of the
/// region's patches to the client.
/// </summary>
/// <param name="map">heightmap</param>
public virtual void SendLayerData(float[] map)
@ -1237,9 +1240,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
// there is a special form for specifying multiple terrain patches to send.
// The form is to pass 'px' as negative the number of patches to send and to
// pass the float array as pairs of patch X and Y coordinates. So, passing 'px'
// as -2 and map= [3, 5, 8, 4] would mean to send two terrain heightmap patches
// and the patches to send are <3,5> and <8,4>.
public void SendLayerData(int px, int py, float[] map)
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
if (px >= 0)
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
}
else
{
int numPatches = -px;
int[] xPatches = new int[numPatches];
int[] yPatches = new int[numPatches];
for (int pp = 0; pp < numPatches; pp++)
{
xPatches[pp] = (int)map[pp * 2];
yPatches[pp] = (int)map[pp * 2 + 1];
}
// DebugSendingPatches("SendLayerData", xPatches, yPatches);
SendLayerData(xPatches, yPatches, m_scene.Heightmap.GetTerrainData());
}
}
private void DebugSendingPatches(string pWho, int[] pX, int[] pY)
{
if (m_log.IsDebugEnabled)
{
int numPatches = pX.Length;
string Xs = "";
string Ys = "";
for (int pp = 0; pp < numPatches; pp++)
{
Xs += String.Format("{0}", (int)pX[pp]) + ",";
Ys += String.Format("{0}", (int)pY[pp]) + ",";
}
m_log.DebugFormat("{0} {1}: numPatches={2}, X={3}, Y={4}", LogHeader, pWho, numPatches, Xs, Ys);
}
}
/// <summary>
@ -1251,6 +1294,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, TerrainData terrData)
{
int[] xPatches = new[] { px };
int[] yPatches = new[] { py };
SendLayerData(xPatches, yPatches, terrData);
}
private void SendLayerData(int[] px, int[] py, TerrainData terrData)
{
try
{
@ -1259,31 +1309,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
patchInd[0] = px + (py * Constants.TerrainPatchSize);
LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(terrData.GetFloatsSerialized(), patchInd);
*/
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
// We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area
// invalidating previous packets for that area.
// It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a
// tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower.
// 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
// have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain
// patches.
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss.
if (m_justEditedTerrain)
// Many, many patches could have been passed to us. Since the patches will be compressed
// into variable sized blocks, we cannot pre-compute how many will fit into one
// packet. While some fancy packing algorithm is possible, 4 seems to always fit.
int PatchesAssumedToFit = 4;
for (int pcnt = 0; pcnt < px.Length; pcnt += PatchesAssumedToFit)
{
layerpack.Header.Reliable = false;
OutPacket(layerpack, ThrottleOutPacketType.Unknown );
}
else
{
layerpack.Header.Reliable = true;
OutPacket(layerpack, ThrottleOutPacketType.Land);
int remaining = Math.Min(px.Length - pcnt, PatchesAssumedToFit);
int[] xPatches = new int[remaining];
int[] yPatches = new int[remaining];
for (int ii = 0; ii < remaining; ii++)
{
xPatches[ii] = px[pcnt + ii];
yPatches[ii] = py[pcnt + ii];
}
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, xPatches, yPatches);
// DebugSendingPatches("SendLayerDataInternal", xPatches, yPatches);
SendTheLayerPacket(layerpack);
}
// LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
}
catch (Exception e)
{
@ -1291,6 +1337,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a
// sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we
// start skipping the queues until they're done editing the terrain. We also make them
// unreliable because it's extremely likely that multiple packets will be sent for a terrain patch
// area invalidating previous packets for that area.
// It's possible for an editing user to flood themselves with edited packets but the majority
// of use cases are such that only a tiny percentage of users will be editing the terrain.
// Other, non-editing users will see the edits much slower.
// 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 have rezzed already and therefore this is not likely going
// to cause any additional issues with lost packets, objects or terrain patches.
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we
// only have one cache miss.
private void SendTheLayerPacket(LayerDataPacket layerpack)
{
if (m_justEditedTerrain)
{
layerpack.Header.Reliable = false;
OutPacket(layerpack, ThrottleOutPacketType.Unknown );
}
else
{
layerpack.Header.Reliable = true;
OutPacket(layerpack, ThrottleOutPacketType.Land);
}
}
/// <summary>
/// Send the wind matrix to the client
/// </summary>

View File

@ -1035,12 +1035,24 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
// Sort the patches to send by the distance from the presence
toSend.Sort();
/*
foreach (PatchesToSend pts in toSend)
{
// TODO: one can send multiple patches in a packet. Do that.
pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
}
*/
int[] xPieces = new int[toSend.Count];
int[] yPieces = new int[toSend.Count];
float[] patchPieces = new float[toSend.Count * 2];
int pieceIndex = 0;
foreach (PatchesToSend pts in toSend)
{
patchPieces[pieceIndex++] = pts.PatchX;
patchPieces[pieceIndex++] = pts.PatchY;
}
pups.Presence.ControllingClient.SendLayerData(-toSend.Count, 0, patchPieces);
}
}
}

View File

@ -119,6 +119,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
xPieces[0] = patchX; // patch X dimension
yPieces[0] = patchY;
return CreateLandPacket(terrData, xPieces, yPieces);
}
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] xPieces, int[] yPieces)
{
byte landPacketType = (byte)TerrainPatch.LayerType.Land;
if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
{
@ -148,8 +153,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Array of indexes in the grid of patches.
/// </param>
/// <param name="type"></param>
/// <param name="pRegionSizeX"></param>
/// <param name="pRegionSizeY"></param>
/// <returns></returns>
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
{