minor: Add some commented out logging to ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
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a755c57b44
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3c992b028c
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@ -3259,6 +3259,10 @@ namespace OpenSim.Region.Framework.Scenes
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float speed = Velocity.Length();
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float speed = Velocity.Length();
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float velocidyDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity);
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float velocidyDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Delta-v {0}, lastVelocity {1}, Velocity {2} for {3} in {4}",
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// velocidyDiff, lastVelocitySentToAllClients, Velocity, Name, Scene.Name);
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// assuming 5 ms. worst case precision for timer, use 2x that
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// assuming 5 ms. worst case precision for timer, use 2x that
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// for distance error threshold
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// for distance error threshold
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float distanceErrorThreshold = speed * 0.01f;
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float distanceErrorThreshold = speed * 0.01f;
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@ -3267,6 +3271,10 @@ namespace OpenSim.Region.Framework.Scenes
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|| Math.Abs(distanceError) > distanceErrorThreshold
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|| Math.Abs(distanceError) > distanceErrorThreshold
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|| velocidyDiff > 0.01f) // did velocity change from last update?
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|| velocidyDiff > 0.01f) // did velocity change from last update?
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{
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Update triggered with speed {0}, distanceError {1}, distanceThreshold {2}, delta-v {3} for {4} in {5}",
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// speed, distanceError, distanceErrorThreshold, velocidyDiff, Name, Scene.Name);
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lastVelocitySentToAllClients = Velocity;
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lastVelocitySentToAllClients = Velocity;
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lastTerseUpdateToAllClientsTick = currentTick;
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lastTerseUpdateToAllClientsTick = currentTick;
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lastPositionSentToAllClients = OffsetPosition;
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lastPositionSentToAllClients = OffsetPosition;
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