* Re-Adding Scene TimeDilation to Object Update Packets.

* Added Calculating Time Dilation in the OdePlubin
* When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise.
* Time Dilation on the update is calculated when the EntityUpdate object is created.  The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire.  Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
viewer-2-initial-appearance
Teravus Ovares (Dan Olivares) 2010-12-23 03:30:09 -05:00
parent 862da9a55f
commit 46db73b62b
3 changed files with 34 additions and 7 deletions

View File

@ -574,11 +574,13 @@ namespace OpenSim.Framework
{ {
public ISceneEntity Entity; public ISceneEntity Entity;
public PrimUpdateFlags Flags; public PrimUpdateFlags Flags;
public float TimeDilation;
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags) public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
{ {
Entity = entity; Entity = entity;
Flags = flags; Flags = flags;
TimeDilation = timedilation;
} }
} }

View File

@ -3554,7 +3554,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
double priority = m_prioritizer.GetUpdatePriority(this, entity); double priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot) lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId); m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
} }
private void ProcessEntityUpdates(int maxUpdates) private void ProcessEntityUpdates(int maxUpdates)
@ -3571,12 +3571,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// condition where a kill can be processed before an out-of-date update for the same object. // condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord) lock (m_killRecord)
{ {
float avgTimeDilation = 1.0f;
EntityUpdate update; EntityUpdate update;
while (updatesThisCall < maxUpdates) while (updatesThisCall < maxUpdates)
{ {
lock (m_entityUpdates.SyncRoot) lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out update)) if (!m_entityUpdates.TryDequeue(out update))
break; break;
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
if (update.Entity is SceneObjectPart) if (update.Entity is SceneObjectPart)
{ {
@ -3725,8 +3728,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Packet Sending #region Packet Sending
const float TIME_DILATION = 1.0f; //const float TIME_DILATION = 1.0f;
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
if (terseAgentUpdateBlocks.IsValueCreated) if (terseAgentUpdateBlocks.IsValueCreated)
{ {
@ -3740,6 +3745,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < blocks.Count; i++) for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i]; packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Unknown, true); OutPacket(packet, ThrottleOutPacketType.Unknown, true);
} }

View File

@ -287,6 +287,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdePrim cp1; private OdePrim cp1;
private OdeCharacter cc2; private OdeCharacter cc2;
private OdePrim cp2; private OdePrim cp2;
private int tickCountFrameRun;
private int latertickcount=0;
//private int cStartStop = 0; //private int cStartStop = 0;
//private string cDictKey = ""; //private string cDictKey = "";
@ -3123,6 +3126,22 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
} }
latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
// has a max of 100 ms to run theoretically.
// If the main loop stalls, it calls Simulate later which makes the tick count ms larger.
// If Physics stalls, it takes longer which makes the tick count ms larger.
if (latertickcount < 100)
m_timeDilation = 1.0f;
else
{
m_timeDilation = 100f / latertickcount;
//m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f);
}
tickCountFrameRun = Util.EnvironmentTickCount();
} }
return fps; return fps;