adjust terse avatar update filtering to send updates when distance traveled does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
parent
f7d3720126
commit
13ab00e45a
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@ -2395,6 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes
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// vars to support reduced update frequency when velocity is unchanged
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private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
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private Vector3 lastPositionSentToAllClients = Vector3.Zero;
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private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount();
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/// <summary>
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@ -2404,14 +2405,27 @@ namespace OpenSim.Region.Framework.Scenes
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{
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int currentTick = Util.EnvironmentTickCount();
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// decrease update frequency when avatar is moving but velocity is not changing
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// Decrease update frequency when avatar is moving but velocity is
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// not changing.
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// If there is a mismatch between distance travelled and expected
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// distance based on last velocity sent and velocity hasnt changed,
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// then send a new terse update
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float timeSinceLastUpdate = (currentTick - lastTerseUpdateToAllClientsTick) * 0.001f;
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Vector3 expectedPosition = lastPositionSentToAllClients + lastVelocitySentToAllClients * timeSinceLastUpdate;
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float absoluteDistanceError = (float)Math.Abs(Vector3.Distance(m_pos, expectedPosition));
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if (m_velocity.Length() < 0.01f
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|| Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f
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|| currentTick - lastTerseUpdateToAllClientsTick > 1500)
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|| absoluteDistanceError > 0.25f // arbitrary distance error threshold
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|| Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f)
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{
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m_perfMonMS = currentTick;
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lastVelocitySentToAllClients = m_velocity;
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lastTerseUpdateToAllClientsTick = currentTick;
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lastPositionSentToAllClients = m_pos;
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m_scene.ForEachClient(SendTerseUpdateToClient);
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