Revert "start sending terrain in scenePresence after well defined avatar. Minor"

This reverts commit 05a2feba5d.
avinationmerge
UbitUmarov 2014-08-04 20:32:11 +01:00
parent 05a2feba5d
commit 3d81f25e34
5 changed files with 617 additions and 630 deletions

View File

@ -577,10 +577,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Fire the callback for this connection closing
if (OnConnectionClosed != null)
{
OnConnectionClosed(this);
}
// Flush all of the packets out of the UDP server for this client
if (m_udpServer != null)
@ -5521,7 +5518,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject);
AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand);
AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false);
// AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false);
AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, true);
AddLocalPacketHandler(PacketType.AgentWearablesRequest, HandlerAgentWearablesRequest);
AddLocalPacketHandler(PacketType.AgentSetAppearance, HandlerAgentSetAppearance);
@ -5734,15 +5732,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Scene/Avatar
// Threshold for body rotation to be a significant agent update
// private const float QDELTA = 0.000001f;
// QDELTA is now relative to abs of cos of angle between orientations
private const float QDELTABODY = 1 - 0.0001f;
private const float QDELTAHEAD = 1 - 0.0001f;
private const float QDELTA = 0.000001f;
// Threshold for camera rotation to be a significant agent update
private const float VDELTA = 0.01f;
/// <summary>
/// This checks the update significance against the last update made.
/// </summary>
@ -5762,18 +5755,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name='x'></param>
private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
{
// float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
// now using abs of cos
float qdelta1 = (float)Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
float qdelta2 = (float)Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
bool movementSignificant =
// (qdelta1 > QDELTA) // significant if body rotation above threshold
(qdelta1 < QDELTABODY) // higher angle lower cos
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
(qdelta1 > QDELTA) // significant if body rotation above threshold
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
// || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold
|| (qdelta2 < QDELTAHEAD) // using cos above
|| (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
@ -6488,7 +6476,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Action<IClientAPI> handlerRegionHandShakeReply = OnRegionHandShakeReply;
if (handlerRegionHandShakeReply != null)
{
// Thread.Sleep(500);
Thread.Sleep(500);
handlerRegionHandShakeReply(this);
}

View File

@ -1750,10 +1750,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
endPoint,
sessionInfo);
// Now we know we can handle more data
// Thread.Sleep(200);
// Send ack straight away to let the viewer know that the connection is active.
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
// circuit code to the existing child agent. This is not particularly obvious.
SendAckImmediate(endPoint, uccp.Header.Sequence);
// We only want to send initial data to new clients, not ones which are being converted from child to root.
if (client != null)
{
AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
bool tp = (aCircuit.teleportFlags > 0);
// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
if (!tp)
client.SceneAgent.SendInitialDataToMe();
}
// Obtain the pending queue and remove it from the cache
// Now we know we can handle more data
Thread.Sleep(200);
// Obtain the queue and remove it from the cache
Queue<UDPPacketBuffer> queue = null;
lock (m_pendingCache)
@ -1775,21 +1790,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
PacketReceived(buf);
}
queue = null;
// Send ack straight away to let the viewer know that the connection is active.
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
// circuit code to the existing child agent. This is not particularly obvious.
SendAckImmediate(endPoint, uccp.Header.Sequence);
// We only want to send initial data to new clients, not ones which are being converted from child to root.
if (client != null)
{
AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
bool tp = (aCircuit.teleportFlags > 0);
// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
if (!tp)
client.SceneAgent.SendInitialDataToMe();
}
}
else
{

View File

@ -3179,7 +3179,7 @@ namespace OpenSim.Region.Framework.Scenes
public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
{
// client.OnRegionHandShakeReply += SendLayerData;
client.OnRegionHandShakeReply += SendLayerData;
}
public virtual void SubscribeToClientPrimEvents(IClientAPI client)
@ -3307,7 +3307,7 @@ namespace OpenSim.Region.Framework.Scenes
public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
{
// client.OnRegionHandShakeReply -= SendLayerData;
client.OnRegionHandShakeReply -= SendLayerData;
}
public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)

File diff suppressed because it is too large Load Diff

View File

@ -3473,7 +3473,6 @@ namespace OpenSim.Region.Framework.Scenes
landch.sendClientInitialLandInfo(ControllingClient);
}
}
m_scene.SendLayerData(ControllingClient);
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
@ -5427,7 +5426,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (p.IsChildAgent)
continue;
// m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
ControllingClient.SendAvatarDataImmediate(p);
p.SendAppearanceToAgent(this);
p.SendAttachmentsToClient(ControllingClient);
@ -5455,7 +5454,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendme)
{
// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
catch (NullReferenceException) { }
}
@ -5500,7 +5499,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendto)
{
// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); }
catch (NullReferenceException) { }
}
@ -5510,7 +5509,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendme)
{
// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
catch (NullReferenceException) { }
}
@ -5520,7 +5519,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in viewsToSendto)
{
// m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
p.ControllingClient.SendAvatarDataImmediate(this);
SendAppearanceToAgent(p);
SendAttachmentsToClient(p.ControllingClient);
@ -5533,9 +5532,9 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in viewsToSendme)
{
m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
if (p.IsChildAgent)
continue;
// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
ControllingClient.SendAvatarDataImmediate(p);
p.SendAppearanceToAgent(this);
p.SendAttachmentsToClient(ControllingClient);
@ -5604,7 +5603,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendme)
{
// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
catch (NullReferenceException) { }
}
@ -5753,7 +5752,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendto)
{
// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); }
catch (NullReferenceException) { }
}
@ -5763,7 +5762,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (ScenePresence p in killsToSendme)
{
// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
try {ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
catch (NullReferenceException) { }
}