* Make ODECharacter respect the scene's requested collision update time
* Set the Scene collision update time to 500 msprioritization
parent
5f94889044
commit
4ffe936ba8
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@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
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scene.AddPhysicsActorTaint(m_physicsActor);
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.SubscribeEvents(1000);
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m_physicsActor.SubscribeEvents(500);
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m_physicsActor.LocalID = LocalId;
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}
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@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_alwaysRun = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private int m_requestedUpdateFrequency = 0;
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private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
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public uint m_localID = 0;
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public bool m_returnCollisions = false;
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@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void SubscribeEvents(int ms)
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{
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m_requestedUpdateFrequency = ms;
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m_eventsubscription = ms;
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_parent_scene.addCollisionEventReporting(this);
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}
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public override void UnSubscribeEvents()
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{
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_parent_scene.remCollisionEventReporting(this);
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m_requestedUpdateFrequency = 0;
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m_eventsubscription = 0;
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}
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public void AddCollisionEvent(uint CollidedWith, float depth)
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{
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if (m_eventsubscription > 0)
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{
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CollisionEventsThisFrame.addCollider(CollidedWith, depth);
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}
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}
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public void SendCollisions()
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{
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if (m_eventsubscription > 0)
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if (m_eventsubscription > m_requestedUpdateFrequency)
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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CollisionEventsThisFrame = new CollisionEventUpdate();
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m_eventsubscription = 0;
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}
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}
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public override bool SubscribedEvents()
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@ -1309,5 +1315,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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internal void AddCollisionFrameTime(int p)
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{
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m_eventsubscription += p;
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}
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}
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}
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@ -2928,6 +2928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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case ActorTypes.Agent:
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OdeCharacter cobj = (OdeCharacter)obj;
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cobj.AddCollisionFrameTime(100);
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cobj.SendCollisions();
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break;
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case ActorTypes.Prim:
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