lludp: direct encode CoarseLocationUpdate
parent
5428b4799d
commit
2ff5b322be
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@ -4180,46 +4180,61 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task, null, false, true);
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}
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static private readonly byte[] CoarseLocationUpdateHeader = new byte[] {
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0, // no acks plz
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0, 0, 0, 0, // sequence number
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0, // extra
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0xff, 6 // ID 6 (medium frequency)
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};
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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{
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// We don't need to update inactive clients.
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if (!IsActive)
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return;
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CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
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loc.Header.Reliable = false;
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// Each packet can only hold around 60 avatar positions and the client clears the mini-map each time
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// a CoarseLocationUpdate packet is received. Oh well.
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int total = Math.Min(CoarseLocations.Count, 60);
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CoarseLocationUpdatePacket.IndexBlock ib = new CoarseLocationUpdatePacket.IndexBlock();
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loc.Location = new CoarseLocationUpdatePacket.LocationBlock[total];
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loc.AgentData = new CoarseLocationUpdatePacket.AgentDataBlock[total];
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int totalLocations = Math.Min(CoarseLocations.Count, 60);
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int totalAgents = Math.Min(users.Count, 60);
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if(totalAgents > totalLocations)
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totalAgents = totalLocations;
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int selfindex = -1;
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for (int i = 0; i < total; i++)
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int preyindex = -1;
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UDPPacketBuffer buf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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Buffer.BlockCopy(CoarseLocationUpdateHeader, 0, buf.Data, 0, 8);
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byte[] data = buf.Data;
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data[8] = (byte)totalLocations;
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int pos = 9;
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for (int i = 0; i < totalLocations; ++i)
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{
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CoarseLocationUpdatePacket.LocationBlock lb =
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new CoarseLocationUpdatePacket.LocationBlock();
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lb.X = (byte)CoarseLocations[i].X;
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lb.Y = (byte)CoarseLocations[i].Y;
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lb.Z = CoarseLocations[i].Z > 1024 ? (byte)0 : (byte)(CoarseLocations[i].Z * 0.25f);
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loc.Location[i] = lb;
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loc.AgentData[i] = new CoarseLocationUpdatePacket.AgentDataBlock();
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loc.AgentData[i].AgentID = users[i];
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if (users[i] == AgentId)
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selfindex = i;
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data[pos++] = (byte)CoarseLocations[i].X;
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data[pos++] = (byte)CoarseLocations[i].Y;
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data[pos++] = CoarseLocations[i].Z > 1024 ? (byte)0 : (byte)(CoarseLocations[i].Z * 0.25f);
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if (i < totalAgents)
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{
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if (users[i] == AgentId)
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selfindex = i;
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//if (users[i] == PreyId)
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// preyindex = -1;
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}
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}
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ib.You = (short)selfindex;
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ib.Prey = -1;
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loc.Index = ib;
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Utils.Int16ToBytes((short)selfindex, data, pos); pos += 2;
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Utils.Int16ToBytes((short)preyindex, data, pos); pos += 2;
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OutPacket(loc, ThrottleOutPacketType.Task);
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data[pos++] = (byte)totalAgents;
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for (int i = 0; i < totalAgents; ++i)
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{
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users[i].ToBytes(data, pos);
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pos += 16;
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}
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buf.DataLength = pos;
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task, null, false, false);
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}
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#endregion Avatar Packet/Data Sending Methods
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