network traffic reduction - decrease update frequency for moving avatars when velocity is unchanged
parent
1505fbb647
commit
16f6f55f2d
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@ -2340,12 +2340,14 @@ namespace OpenSim.Region.Framework.Scenes
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#region Update Client(s)
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/// <summary>
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/// Sends a location update to the client connected to this scenePresence
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/// </summary>
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/// <param name="remoteClient"></param>
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public void SendTerseUpdateToClient(IClientAPI remoteClient)
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{
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// If the client is inactive, it's getting its updates from another
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// server.
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if (remoteClient.IsActive)
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@ -2367,17 +2369,32 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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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 int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount();
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/// <summary>
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/// Send a location/velocity/accelleration update to all agents in scene
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/// </summary>
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public void SendTerseUpdateToAllClients()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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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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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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{
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m_perfMonMS = currentTick;
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lastVelocitySentToAllClients = m_velocity;
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lastTerseUpdateToAllClientsTick = currentTick;
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m_scene.ForEachClient(SendTerseUpdateToClient);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
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{
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@ -3268,10 +3285,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_updateflag = true;
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// The magic constant 0.95f seems to make walking feel less jerky,
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// probably because it hackishly accounts for the overall latency of
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// these Velocity updates -- Diva
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Velocity = force * .95F;
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Velocity = force;
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m_forceToApply = null;
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}
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