Revert "start sending terrain in scenePresence after well defined avatar. Minor"
This reverts commit 05a2feba5d
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avinationmerge
parent
05a2feba5d
commit
3d81f25e34
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@ -577,10 +577,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Fire the callback for this connection closing
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if (OnConnectionClosed != null)
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{
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OnConnectionClosed(this);
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}
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// Flush all of the packets out of the UDP server for this client
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if (m_udpServer != null)
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@ -5521,7 +5518,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject);
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AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand);
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AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false);
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// AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false);
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AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, true);
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AddLocalPacketHandler(PacketType.AgentWearablesRequest, HandlerAgentWearablesRequest);
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AddLocalPacketHandler(PacketType.AgentSetAppearance, HandlerAgentSetAppearance);
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@ -5734,12 +5732,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Scene/Avatar
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// Threshold for body rotation to be a significant agent update
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// private const float QDELTA = 0.000001f;
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// QDELTA is now relative to abs of cos of angle between orientations
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private const float QDELTABODY = 1 - 0.0001f;
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private const float QDELTAHEAD = 1 - 0.0001f;
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private const float QDELTA = 0.000001f;
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// Threshold for camera rotation to be a significant agent update
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private const float VDELTA = 0.01f;
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@ -5762,18 +5755,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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// float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
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float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
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//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
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// now using abs of cos
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float qdelta1 = (float)Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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float qdelta2 = (float)Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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bool movementSignificant =
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// (qdelta1 > QDELTA) // significant if body rotation above threshold
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(qdelta1 < QDELTABODY) // higher angle lower cos
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(qdelta1 > QDELTA) // significant if body rotation above threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold
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|| (qdelta2 < QDELTAHEAD) // using cos above
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|| (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
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|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
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@ -6488,7 +6476,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Action<IClientAPI> handlerRegionHandShakeReply = OnRegionHandShakeReply;
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if (handlerRegionHandShakeReply != null)
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{
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// Thread.Sleep(500);
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Thread.Sleep(500);
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handlerRegionHandShakeReply(this);
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}
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@ -1750,10 +1750,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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endPoint,
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sessionInfo);
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// Now we know we can handle more data
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// Thread.Sleep(200);
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(endPoint, uccp.Header.Sequence);
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// Obtain the pending queue and remove it from the cache
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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{
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AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
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bool tp = (aCircuit.teleportFlags > 0);
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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if (!tp)
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client.SceneAgent.SendInitialDataToMe();
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}
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// Now we know we can handle more data
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Thread.Sleep(200);
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// Obtain the queue and remove it from the cache
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Queue<UDPPacketBuffer> queue = null;
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lock (m_pendingCache)
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@ -1775,21 +1790,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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PacketReceived(buf);
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}
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queue = null;
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(endPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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{
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AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
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bool tp = (aCircuit.teleportFlags > 0);
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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if (!tp)
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client.SceneAgent.SendInitialDataToMe();
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}
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}
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else
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{
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@ -3179,7 +3179,7 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
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{
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// client.OnRegionHandShakeReply += SendLayerData;
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client.OnRegionHandShakeReply += SendLayerData;
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}
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public virtual void SubscribeToClientPrimEvents(IClientAPI client)
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@ -3307,7 +3307,7 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
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{
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// client.OnRegionHandShakeReply -= SendLayerData;
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client.OnRegionHandShakeReply -= SendLayerData;
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}
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public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
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@ -3473,7 +3473,6 @@ namespace OpenSim.Region.Framework.Scenes
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landch.sendClientInitialLandInfo(ControllingClient);
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}
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}
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m_scene.SendLayerData(ControllingClient);
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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@ -5427,7 +5426,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (p.IsChildAgent)
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continue;
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// m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
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ControllingClient.SendAvatarDataImmediate(p);
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p.SendAppearanceToAgent(this);
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p.SendAttachmentsToClient(ControllingClient);
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@ -5455,7 +5454,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendme)
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{
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// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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}
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@ -5500,7 +5499,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendto)
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{
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// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
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try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); }
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catch (NullReferenceException) { }
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}
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@ -5510,7 +5509,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendme)
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{
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// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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}
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@ -5520,7 +5519,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in viewsToSendto)
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{
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// m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
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p.ControllingClient.SendAvatarDataImmediate(this);
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SendAppearanceToAgent(p);
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SendAttachmentsToClient(p.ControllingClient);
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@ -5533,9 +5532,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in viewsToSendme)
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{
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m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
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if (p.IsChildAgent)
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continue;
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// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
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ControllingClient.SendAvatarDataImmediate(p);
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p.SendAppearanceToAgent(this);
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p.SendAttachmentsToClient(ControllingClient);
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@ -5604,7 +5603,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendme)
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{
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// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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}
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@ -5753,7 +5752,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendto)
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{
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// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
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try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); }
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catch (NullReferenceException) { }
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}
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@ -5763,7 +5762,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (ScenePresence p in killsToSendme)
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{
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// m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try {ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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}
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