change SOP updates throttles again. Small values of omega on llSetTargetOmega where skiped
parent
1fdd56f987
commit
539c006cb8
|
@ -3042,11 +3042,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!IsSelected)
|
||||
RootPart.UpdateLookAt();
|
||||
|
||||
double now = Util.GetTimeStampMS();
|
||||
RootPart.SendScheduledUpdates(now);
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
part.SendScheduledUpdates();
|
||||
if(part != RootPart)
|
||||
part.SendScheduledUpdates(now);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3113,7 +3116,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
RootPart.SendFullUpdateToAllClientsInternal();
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
|
|
|
@ -3256,10 +3256,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (ParentGroup == null)
|
||||
return;
|
||||
if (ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
if(ParentGroup.Scene.GetNumberOfClients() == 0)
|
||||
return;
|
||||
|
||||
ParentGroup.QueueForUpdateCheck(); // just in case
|
||||
|
||||
lock(UpdateFlagLock)
|
||||
{
|
||||
ParentGroup.QueueForUpdateCheck(); // just in case
|
||||
if(UpdateFlag != UpdateRequired.FULL)
|
||||
{
|
||||
UpdateFlag = UpdateRequired.FULL;
|
||||
|
@ -3268,11 +3274,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
|
||||
// UUID, Name, TimeStampFull);
|
||||
|
||||
if (ParentGroup.Scene != null)
|
||||
}
|
||||
}
|
||||
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Schedule a terse update for this prim. Terse updates only send position,
|
||||
|
@ -3282,6 +3287,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (ParentGroup == null)
|
||||
return;
|
||||
if (ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
|
||||
if(ParentGroup.Scene.GetNumberOfClients() == 0)
|
||||
return;
|
||||
|
||||
// This was pulled from SceneViewer. Attachments always receive full updates.
|
||||
// This is needed because otherwise if only the root prim changes position, then
|
||||
|
@ -3292,24 +3304,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return;
|
||||
}
|
||||
|
||||
ParentGroup.QueueForUpdateCheck();
|
||||
lock(UpdateFlagLock)
|
||||
{
|
||||
if (UpdateFlag == UpdateRequired.NONE)
|
||||
{
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
ParentGroup.QueueForUpdateCheck();
|
||||
|
||||
UpdateFlag = UpdateRequired.TERSE;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
|
||||
// UUID, Name, TimeStampTerse);
|
||||
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
|
||||
// UUID, Name);
|
||||
}
|
||||
}
|
||||
|
||||
if (ParentGroup.Scene != null)
|
||||
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
||||
{
|
||||
|
@ -3428,34 +3436,30 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
|
||||
}
|
||||
|
||||
|
||||
private const float ROTATION_TOLERANCE = 0.01f;
|
||||
private const float VELOCITY_TOLERANCE = 0.1f; // terse update vel has low resolution
|
||||
private const float VELOCITY_TOLERANCE = 0.1f;
|
||||
private const float ANGVELOCITY_TOLERANCE = 0.005f;
|
||||
private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
|
||||
private const double TIME_MS_TOLERANCE = 200f; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
|
||||
private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
|
||||
|
||||
/// <summary>
|
||||
/// Tell all the prims which have had updates scheduled
|
||||
/// </summary>
|
||||
public void SendScheduledUpdates()
|
||||
public void SendScheduledUpdates(double now)
|
||||
{
|
||||
UpdateRequired currentUpdate;
|
||||
bool sendterse = false;
|
||||
bool sendfull = false;
|
||||
|
||||
lock(UpdateFlagLock)
|
||||
{
|
||||
currentUpdate = UpdateFlag;
|
||||
ClearUpdateSchedule();
|
||||
}
|
||||
|
||||
switch (currentUpdate)
|
||||
switch (UpdateFlag)
|
||||
{
|
||||
case UpdateRequired.NONE:
|
||||
break;
|
||||
|
||||
case UpdateRequired.TERSE:
|
||||
bool needupdate = true;
|
||||
lock(UpdateFlagLock)
|
||||
{
|
||||
double now = Util.GetTimeStampMS();
|
||||
sendterse = true;
|
||||
|
||||
Vector3 curvel = Velocity;
|
||||
Vector3 curacc = Acceleration;
|
||||
Vector3 angvel = AngularVelocity;
|
||||
|
@ -3471,7 +3475,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
|
||||
break;
|
||||
|
||||
// velocity change is also direction not only norm)
|
||||
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
|
||||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
|
||||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
|
||||
|
@ -3507,12 +3510,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
break;
|
||||
}
|
||||
|
||||
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
|
||||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
|
||||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
|
||||
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
|
||||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
|
||||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
|
||||
break;
|
||||
|
||||
// viewer interpolators have a limit of 128m/s
|
||||
// viewer interpolators have a limit of 64rad/s
|
||||
float ax = Math.Abs(angvel.X);
|
||||
if(ax > 64.0)
|
||||
break;
|
||||
|
@ -3524,20 +3527,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
break;
|
||||
|
||||
if (
|
||||
ax < VELOCITY_TOLERANCE &&
|
||||
ay < VELOCITY_TOLERANCE &&
|
||||
az < VELOCITY_TOLERANCE &&
|
||||
ax < ANGVELOCITY_TOLERANCE &&
|
||||
ay < ANGVELOCITY_TOLERANCE &&
|
||||
az < ANGVELOCITY_TOLERANCE &&
|
||||
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
|
||||
)
|
||||
break;
|
||||
|
||||
needupdate = false;
|
||||
sendterse = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if(needupdate)
|
||||
if(sendterse)
|
||||
{
|
||||
|
||||
// Update the "last" values
|
||||
m_lastPosition = AbsolutePosition;
|
||||
m_lastRotation = RotationOffset;
|
||||
|
@ -3545,25 +3547,38 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_lastAcceleration = curacc;
|
||||
m_lastAngularVelocity = angvel;
|
||||
m_lastUpdateSentTime = now;
|
||||
ClearUpdateSchedule();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
if(needupdate)
|
||||
case UpdateRequired.FULL:
|
||||
m_lastPosition = AbsolutePosition;
|
||||
m_lastRotation = RotationOffset;
|
||||
m_lastVelocity = Velocity;
|
||||
m_lastAcceleration = Acceleration;
|
||||
m_lastAngularVelocity = AngularVelocity;
|
||||
m_lastUpdateSentTime = now;
|
||||
ClearUpdateSchedule();
|
||||
sendfull = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(sendterse)
|
||||
{
|
||||
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
SendTerseUpdateToClient(client);
|
||||
});
|
||||
}
|
||||
break;
|
||||
|
||||
case UpdateRequired.FULL:
|
||||
SendFullUpdateToAllClientsInternal();
|
||||
break;
|
||||
else if(sendfull)
|
||||
{
|
||||
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
||||
{
|
||||
SendFullUpdate(avatar.ControllingClient);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Send a terse update to all clients
|
||||
/// </summary>
|
||||
|
@ -3571,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
lock(UpdateFlagLock)
|
||||
{
|
||||
if(UpdateFlag != UpdateRequired.NONE)
|
||||
|
|
Loading…
Reference in New Issue