Only send parcel layer data around the point of interest. Can be disabled

by setting [LandManagement]LimitParcelLayerUpdateDistance=false
New parameters added to OpenSimDefaults for the distance and enablement.
inv-download
Robert Adams 2015-05-03 21:56:41 -07:00
parent 73efb1633f
commit 30f9e5372e
2 changed files with 92 additions and 6 deletions

View File

@ -98,11 +98,17 @@ namespace OpenSim.Region.CoreModules.World.Land
// caches ExtendedLandData // caches ExtendedLandData
private Cache parcelInfoCache; private Cache parcelInfoCache;
/// <summary> /// <summary>
/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions. /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
/// </summary> /// </summary>
private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>(); private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
// Enables limiting parcel layer info transmission when doing simple updates
private bool shouldLimitParcelLayerInfoToViewDistance { get; set; }
// "View distance" for sending parcel layer info if asked for from a view point in the region
private int parcelLayerViewDistance { get; set; }
#region INonSharedRegionModule Members #region INonSharedRegionModule Members
public Type ReplaceableInterface public Type ReplaceableInterface
@ -112,6 +118,14 @@ namespace OpenSim.Region.CoreModules.World.Land
public void Initialise(IConfigSource source) public void Initialise(IConfigSource source)
{ {
shouldLimitParcelLayerInfoToViewDistance = true;
parcelLayerViewDistance = 128;
IConfig landManagementConfig = source.Configs["LandManagement"];
if (landManagementConfig != null)
{
shouldLimitParcelLayerInfoToViewDistance = landManagementConfig.GetBoolean("LimitParcelLayerUpdateDistance", shouldLimitParcelLayerInfoToViewDistance);
parcelLayerViewDistance = landManagementConfig.GetInt("ParcelLayerViewDistance", parcelLayerViewDistance);
}
} }
public void AddRegion(Scene scene) public void AddRegion(Scene scene)
@ -1129,11 +1143,26 @@ namespace OpenSim.Region.CoreModules.World.Land
#region Parcel Updating #region Parcel Updating
// Send parcel layer info for the whole region
public void SendParcelOverlay(IClientAPI remote_client)
{
SendParcelOverlay(remote_client, 0, 0, (int)Constants.MaximumRegionSize);
}
/// <summary> /// <summary>
/// Where we send the ParcelOverlay packet to the client /// Send the parcel overlay blocks to the client. We send the overlay packets
/// around a location and limited by the 'parcelLayerViewDistance'. This number
/// is usually 128 and the code is arranged so it sends all the parcel overlay
/// information for a whole region if the region is legacy sized (256x256). If
/// the region is larger, only the parcel layer information is sent around
/// the point specified. This reduces the problem of parcel layer information
/// blocks increasing exponentially as region size increases.
/// </summary> /// </summary>
/// <param name="remote_client">The object representing the client</param> /// <param name="remote_client">The object representing the client</param>
public void SendParcelOverlay(IClientAPI remote_client) /// <param name="xPlace">X position in the region to send surrounding parcel layer info</param>
/// <param name="yPlace">y position in the region to send surrounding parcel layer info</param>
/// <param name="layerViewDistance">Distance from x,y position to send parcel layer info</param>
private void SendParcelOverlay(IClientAPI remote_client, int xPlace, int yPlace, int layerViewDistance)
{ {
const int LAND_BLOCKS_PER_PACKET = 1024; const int LAND_BLOCKS_PER_PACKET = 1024;
@ -1141,15 +1170,58 @@ namespace OpenSim.Region.CoreModules.World.Land
int byteArrayCount = 0; int byteArrayCount = 0;
int sequenceID = 0; int sequenceID = 0;
// Layer data is in landUnit (4m) chunks int xLow = 0;
for (int y = 0; y < m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); y++) int xHigh = (int)m_scene.RegionInfo.RegionSizeX;
int yLow = 0;
int yHigh = (int)m_scene.RegionInfo.RegionSizeY;
if (shouldLimitParcelLayerInfoToViewDistance)
{ {
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); x++) // Compute view distance around the given point
int txLow = xPlace - layerViewDistance;
int txHigh = xPlace + layerViewDistance;
// If the distance is outside the region area, move the view distance to ba all in the region
if (txLow < xLow)
{
txLow = xLow;
txHigh = Math.Min(yLow + (layerViewDistance * 2), xHigh);
}
if (txHigh > xHigh)
{
txLow = Math.Max(xLow, xHigh - (layerViewDistance * 2));
txHigh = xHigh;
}
xLow = txLow;
xHigh = txHigh;
int tyLow = yPlace - layerViewDistance;
int tyHigh = yPlace + layerViewDistance;
if (tyLow < yLow)
{
tyLow = yLow;
tyHigh = Math.Min(yLow + (layerViewDistance * 2), yHigh);
}
if (tyHigh > yHigh)
{
tyLow = Math.Max(yLow, yHigh - (layerViewDistance * 2));
tyHigh = yHigh;
}
yLow = tyLow;
yHigh = tyHigh;
}
// m_log.DebugFormat("{0} SendParcelOverlay: place=<{1},{2}>, vDist={3}, xLH=<{4},{5}, yLH=<{6},{7}>",
// LogHeader, xPlace, yPlace, layerViewDistance, xLow, xHigh, yLow, yHigh);
// Layer data is in landUnit (4m) chunks
for (int y = yLow; y < yHigh / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); y++)
{
for (int x = xLow; x < xHigh / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); x++)
{ {
byteArray[byteArrayCount] = BuildLayerByte(GetLandObject(x * LandUnit, y * LandUnit), x, y, remote_client); byteArray[byteArrayCount] = BuildLayerByte(GetLandObject(x * LandUnit, y * LandUnit), x, y, remote_client);
byteArrayCount++; byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET) if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{ {
// m_log.DebugFormat("{0} SendParcelOverlay, sending packet, bytes={1}", LogHeader, byteArray.Length);
remote_client.SendLandParcelOverlay(byteArray, sequenceID); remote_client.SendLandParcelOverlay(byteArray, sequenceID);
byteArrayCount = 0; byteArrayCount = 0;
sequenceID++; sequenceID++;
@ -1162,6 +1234,7 @@ namespace OpenSim.Region.CoreModules.World.Land
if (byteArrayCount != 0) if (byteArrayCount != 0)
{ {
remote_client.SendLandParcelOverlay(byteArray, sequenceID); remote_client.SendLandParcelOverlay(byteArray, sequenceID);
// m_log.DebugFormat("{0} SendParcelOverlay, complete sending packet, bytes={1}", LogHeader, byteArray.Length);
} }
} }
@ -1265,7 +1338,8 @@ namespace OpenSim.Region.CoreModules.World.Land
temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client); temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
} }
SendParcelOverlay(remote_client); // Also send the layer data around the point of interest
SendParcelOverlay(remote_client, (start_x + end_x) / 2, (start_y + end_y) / 2, parcelLayerViewDistance);
} }
public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client) public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)

View File

@ -1940,6 +1940,18 @@
; the avatar outward. ; the avatar outward.
SendTerrainUpdatesByViewDistance = True SendTerrainUpdatesByViewDistance = True
[LandManagement]
; When editing terrain or objects, parcel layer info is updated in the viewer.
; This can be expensive for large regions. If this variable is 'true', only the
; parcel layer data around the area of interest is sent. The parcel layer info
; is sent for 'ParcelLayerViewDistance' around the interest point.
; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
; will be what it has always been (send the whole region's parcel layer info).
; Other parcel updates (login, changing parcel ownership, ...) will still send
; whole region.
LimitParcelLayerUpdateDistance = true
ParcelLayerViewDistance = 128
;; ;;
;; If you are using a simian grid frontend you can enable ;; If you are using a simian grid frontend you can enable
;; this module to upload tile images for the mapping fn ;; this module to upload tile images for the mapping fn