minor: Add some commented out logging to ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.

bullet-2.82
Justin Clark-Casey (justincc) 2014-05-30 22:18:07 +01:00
parent a755c57b44
commit 3c992b028c
1 changed files with 8 additions and 0 deletions

View File

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