add option MaxRegionsViewDistance to control the maximum range to tell viewer to connect to Neighbour regions, since that is diferent from view range
parent
66be75556b
commit
109723dc2d
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@ -801,7 +801,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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int newSizeX = finalDestination.RegionSizeX;
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int newSizeY = finalDestination.RegionSizeY;
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bool OutSideViewRange = NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY,
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bool OutSideViewRange = NeedsNewAgent(sp.RegionViewDistance, oldRegionX, newRegionX, oldRegionY, newRegionY,
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oldSizeX, oldSizeY, newSizeX, newSizeY);
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if (OutSideViewRange)
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@ -1338,7 +1338,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// This returns 'true' if the new region already has a child agent for our
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// incoming agent. The implication is that, if 'false', we have to create the
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// child and then teleport into the region.
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protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
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protected virtual bool NeedsNewAgent(float viewdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
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int oldsizeX, int oldsizeY, int newsizeX, int newsizeY)
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{
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if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
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@ -1353,7 +1353,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return !(newRegionX >= swCorner.X && newRegionX <= neCorner.X && newRegionY >= swCorner.Y && newRegionY <= neCorner.Y);
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}
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
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return Util.IsOutsideView(viewdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
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oldsizeX, oldsizeY, newsizeX, newsizeY);
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}
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@ -2449,7 +2449,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// view to include everything in the megaregion
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if (m_regionCombinerModule == null || !m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
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{
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uint dd = (uint)avatar.DrawDistance;
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uint dd = (uint)avatar.RegionViewDistance;
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// until avatar movement updates client connections, we need to seend at least this current region imediate Neighbors
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uint ddX = Math.Max(dd, Constants.RegionSize);
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@ -296,6 +296,12 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_maxDrawDistance; }
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}
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protected float m_maxRegionViewDistance = 255f;
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public float MaxRegionViewDistance
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{
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get { return m_maxRegionViewDistance; }
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}
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private List<string> m_AllowedViewers = new List<string>();
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private List<string> m_BannedViewers = new List<string>();
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@ -972,6 +978,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
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m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
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m_maxRegionViewDistance = startupConfig.GetFloat("MaxRegionsViewDistance", m_maxRegionViewDistance);
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LegacySitOffsets = startupConfig.GetBoolean("LegacyOpenSimSitOffsets", LegacySitOffsets);
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@ -583,6 +583,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public float RegionViewDistance
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{
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get
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{
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return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
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}
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}
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public bool AllowMovement { get; set; }
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private bool m_setAlwaysRun;
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@ -3566,7 +3574,33 @@ namespace OpenSim.Region.Framework.Scenes
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|| (!m_pos.ApproxEquals(m_lastPosition, POSITION_SMALLTOLERANCE) && Velocity.LengthSquared() < LOWVELOCITYSQ )
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) )
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{
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/*
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if (!IsSatOnObject)
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{
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// this does need to be more complex later
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Vector3 vel = Velocity;
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Vector3 dpos = m_pos - m_lastPosition;
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if( Math.Abs(vel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(vel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(vel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE ||
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Math.Abs(m_bodyRot.X - m_lastRotation.X) > ROTATION_TOLERANCE ||
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Math.Abs(m_bodyRot.Y - m_lastRotation.Y) > ROTATION_TOLERANCE ||
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Math.Abs(m_bodyRot.Z - m_lastRotation.Z) > ROTATION_TOLERANCE ||
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Math.Abs(dpos.X) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE ||
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( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE ||
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Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE ||
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Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE)
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&& vel.LengthSquared() < LOWVELOCITYSQ
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))
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{
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*/
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SendTerseUpdateToAllClients();
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// }
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}
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CheckForSignificantMovement();
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}
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@ -4184,7 +4218,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
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// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
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if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY,
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if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
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regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY))
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{
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byebyeRegions.Add(handle);
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@ -4195,7 +4229,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY,
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if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
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(int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY))
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{
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byebyeRegions.Add(handle);
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