Improve prim sending by combining multiple prim updates into a single packet
parent
5ede445bdf
commit
55a69f3f2d
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@ -62,6 +62,8 @@ namespace OpenSim.Framework
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RegionStatus RegionStatus { get; set; }
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ClientManager ClientManager { get; }
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float TimeDilation { get; }
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event restart OnRestart;
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void AddNewClient(IClientAPI client);
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@ -69,10 +69,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_cachedTextureSerial;
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private Timer m_clientPingTimer;
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private Timer m_terseUpdateTimer;
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private Dictionary<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_terseUpdates = new Dictionary<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private Timer m_avatarTerseUpdateTimer;
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private Dictionary<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_avatarTerseUpdates = new Dictionary<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private ushort m_terseTimeDilationLast = 0;
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private Timer m_primTerseUpdateTimer;
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private List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_primTerseUpdates = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private Timer m_primFullUpdateTimer;
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private List<ObjectUpdatePacket.ObjectDataBlock> m_primFullUpdates =
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new List<ObjectUpdatePacket.ObjectDataBlock>();
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private bool m_clientBlocked;
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private int m_probesWithNoIngressPackets;
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@ -121,8 +127,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected string m_activeGroupName = String.Empty;
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protected ulong m_activeGroupPowers;
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protected Dictionary<UUID,ulong> m_groupPowers = new Dictionary<UUID, ulong>();
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protected int m_terseUpdateRate = 50;
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protected int m_terseUpdatesPerPacket = 5;
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protected int m_avatarTerseUpdateRate = 50;
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protected int m_avatarTerseUpdatesPerPacket = 5;
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// LL uses these limits, apparently. Compressed terse would be
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// 23, but we don't have that yet
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//
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protected int m_primTerseUpdatesPerPacket = 10;
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protected int m_primFullUpdatesPerPacket = 14;
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protected int m_primTerseUpdateRate = 10;
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protected int m_primFullUpdateRate = 14;
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// LLClientView Only
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public delegate void BinaryGenericMessage(Object sender, string method, byte[][] args);
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@ -528,7 +543,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Shut down timers
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m_clientPingTimer.Stop();
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m_terseUpdateTimer.Stop();
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m_avatarTerseUpdateTimer.Stop();
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m_primTerseUpdateTimer.Stop();
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m_primFullUpdateTimer.Stop();
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// This is just to give the client a reasonable chance of
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// flushing out all it's packets. There should probably
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@ -609,7 +626,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// Shut down timers
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m_clientPingTimer.Stop();
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m_terseUpdateTimer.Stop();
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m_avatarTerseUpdateTimer.Stop();
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m_primTerseUpdateTimer.Stop();
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m_primFullUpdateTimer.Stop();
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}
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public void Restart()
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@ -621,9 +640,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_clientPingTimer.Elapsed += CheckClientConnectivity;
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m_clientPingTimer.Enabled = true;
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m_terseUpdateTimer = new Timer(m_terseUpdateRate);
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m_terseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessAvatarTerseUpdates);
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m_terseUpdateTimer.AutoReset = false;
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m_avatarTerseUpdateTimer = new Timer(m_avatarTerseUpdateRate);
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m_avatarTerseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessAvatarTerseUpdates);
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m_avatarTerseUpdateTimer.AutoReset = false;
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m_primTerseUpdateTimer = new Timer(m_primTerseUpdateRate);
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m_primTerseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimTerseUpdates);
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m_primTerseUpdateTimer.AutoReset = false;
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m_primFullUpdateTimer = new Timer(m_primFullUpdateRate);
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m_primFullUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimFullUpdates);
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m_primFullUpdateTimer.AutoReset = false;
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}
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public void Terminate()
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@ -845,10 +872,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_clientPingTimer.Elapsed += CheckClientConnectivity;
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m_clientPingTimer.Enabled = true;
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m_terseUpdateTimer = new Timer(m_terseUpdateRate);
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m_terseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessAvatarTerseUpdates);
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m_terseUpdateTimer.AutoReset = false;
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m_avatarTerseUpdateTimer = new Timer(m_avatarTerseUpdateRate);
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m_avatarTerseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessAvatarTerseUpdates);
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m_avatarTerseUpdateTimer.AutoReset = false;
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m_primTerseUpdateTimer = new Timer(m_primTerseUpdateRate);
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m_primTerseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimTerseUpdates);
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m_primTerseUpdateTimer.AutoReset = false;
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m_primFullUpdateTimer = new Timer(m_primFullUpdateRate);
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m_primFullUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimFullUpdates);
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m_primFullUpdateTimer.AutoReset = false;
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m_scene.AddNewClient(this);
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RefreshGroupMembership();
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@ -2724,20 +2758,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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CreateAvatarImprovedBlock(localID, position, velocity, rotation);
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bool sendpacketnow = false;
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lock (m_terseUpdates)
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lock (m_avatarTerseUpdates)
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{
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// Only one update per avatar per packet. No need to send old ones so just overwrite them.
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m_terseUpdates[localID] = terseBlock;
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m_avatarTerseUpdates[localID] = terseBlock;
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m_terseTimeDilationLast = timeDilation;
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// If packet is full or own movement packet, send it.
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if (agentid == m_agentId || m_terseUpdates.Count >= m_terseUpdatesPerPacket)
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if (agentid == m_agentId || m_avatarTerseUpdates.Count >= m_avatarTerseUpdatesPerPacket)
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{
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m_terseUpdateTimer.Stop();
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m_avatarTerseUpdateTimer.Stop();
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sendpacketnow = true;
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}
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else if (m_terseUpdates.Count == 1)
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m_terseUpdateTimer.Start();
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else if (m_avatarTerseUpdates.Count == 1)
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m_avatarTerseUpdateTimer.Start();
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}
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// Call ProcessAvatarTerseUpdates outside the lock
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if (sendpacketnow)
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@ -2746,14 +2780,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void ProcessAvatarTerseUpdates(object sender, ElapsedEventArgs e)
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{
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lock (m_terseUpdates)
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lock (m_avatarTerseUpdates)
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{
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ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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terse.RegionData.RegionHandle = Scene.RegionInfo.RegionHandle;
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terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[m_terseUpdates.Count];
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terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[m_avatarTerseUpdates.Count];
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int i = 0;
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foreach (KeyValuePair<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> dbe in m_terseUpdates)
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foreach (KeyValuePair<uint, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> dbe in m_avatarTerseUpdates)
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{
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terse.ObjectData[i] = dbe.Value;
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i++;
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@ -2764,7 +2798,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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terse.Header.Zerocoded = true;
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OutPacket(terse, ThrottleOutPacketType.Task);
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m_terseUpdates.Clear();
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m_avatarTerseUpdates.Clear();
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}
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}
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@ -2859,81 +2893,124 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
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rotation = Quaternion.Identity;
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ObjectUpdatePacket outPacket = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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ObjectUpdatePacket.ObjectDataBlock objectData =
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new ObjectUpdatePacket.ObjectDataBlock();
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objectData = CreatePrimUpdateBlock(primShape, flags);
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objectData.ID = localID;
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objectData.FullID = objectID;
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objectData.OwnerID = ownerID;
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// TODO: don't create new blocks if recycling an old packet
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outPacket.RegionData.RegionHandle = regionHandle;
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outPacket.RegionData.TimeDilation = timeDilation;
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outPacket.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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outPacket.ObjectData[0] = CreatePrimUpdateBlock(primShape, flags);
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outPacket.ObjectData[0].ID = localID;
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outPacket.ObjectData[0].FullID = objectID;
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outPacket.ObjectData[0].OwnerID = ownerID;
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outPacket.ObjectData[0].Text = LLUtil.StringToPacketBytes(text);
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outPacket.ObjectData[0].TextColor[0] = color[0];
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outPacket.ObjectData[0].TextColor[1] = color[1];
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outPacket.ObjectData[0].TextColor[2] = color[2];
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outPacket.ObjectData[0].TextColor[3] = color[3];
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outPacket.ObjectData[0].ParentID = parentID;
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outPacket.ObjectData[0].PSBlock = particleSystem;
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outPacket.ObjectData[0].ClickAction = clickAction;
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outPacket.ObjectData[0].Material = material;
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outPacket.ObjectData[0].Flags = 0;
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objectData.Text = LLUtil.StringToPacketBytes(text);
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objectData.TextColor[0] = color[0];
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objectData.TextColor[1] = color[1];
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objectData.TextColor[2] = color[2];
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objectData.TextColor[3] = color[3];
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objectData.ParentID = parentID;
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objectData.PSBlock = particleSystem;
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objectData.ClickAction = clickAction;
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objectData.Material = material;
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objectData.Flags = 0;
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if (attachment)
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{
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// Necessary???
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outPacket.ObjectData[0].JointAxisOrAnchor = new Vector3(0, 0, 2);
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outPacket.ObjectData[0].JointPivot = new Vector3(0, 0, 0);
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objectData.JointAxisOrAnchor = new Vector3(0, 0, 2);
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objectData.JointPivot = new Vector3(0, 0, 0);
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// Item from inventory???
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outPacket.ObjectData[0].NameValue =
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objectData.NameValue =
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Utils.StringToBytes("AttachItemID STRING RW SV " + AssetId.Guid);
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outPacket.ObjectData[0].State = (byte)((AttachPoint % 16) * 16 + (AttachPoint / 16));
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objectData.State = (byte)((AttachPoint % 16) * 16 + (AttachPoint / 16));
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}
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// Xantor 20080528: Send sound info as well
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// Xantor 20080530: Zero out everything if there's no SoundId, so zerocompression will work again
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outPacket.ObjectData[0].Sound = SoundId;
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objectData.Sound = SoundId;
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if (SoundId == UUID.Zero)
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{
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outPacket.ObjectData[0].OwnerID = UUID.Zero;
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outPacket.ObjectData[0].Gain = 0.0f;
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outPacket.ObjectData[0].Radius = 0.0f;
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outPacket.ObjectData[0].Flags = 0;
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objectData.OwnerID = UUID.Zero;
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objectData.Gain = 0.0f;
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objectData.Radius = 0.0f;
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objectData.Flags = 0;
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}
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else
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{
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outPacket.ObjectData[0].OwnerID = ownerID;
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outPacket.ObjectData[0].Gain = (float)SoundGain;
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outPacket.ObjectData[0].Radius = (float)SoundRadius;
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outPacket.ObjectData[0].Flags = SoundFlags;
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objectData.OwnerID = ownerID;
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objectData.Gain = (float)SoundGain;
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objectData.Radius = (float)SoundRadius;
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objectData.Flags = SoundFlags;
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}
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byte[] pb = pos.GetBytes();
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Array.Copy(pb, 0, outPacket.ObjectData[0].ObjectData, 0, pb.Length);
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Array.Copy(pb, 0, objectData.ObjectData, 0, pb.Length);
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byte[] vel = velocity.GetBytes();
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Array.Copy(vel, 0, outPacket.ObjectData[0].ObjectData, pb.Length, vel.Length);
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Array.Copy(vel, 0, objectData.ObjectData, pb.Length, vel.Length);
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byte[] rot = rotation.GetBytes();
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Array.Copy(rot, 0, outPacket.ObjectData[0].ObjectData, 36, rot.Length);
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Array.Copy(rot, 0, objectData.ObjectData, 36, rot.Length);
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byte[] rvel = rotational_velocity.GetBytes();
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Array.Copy(rvel, 0, outPacket.ObjectData[0].ObjectData, 36 + rot.Length, rvel.Length);
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Array.Copy(rvel, 0, objectData.ObjectData, 36 + rot.Length, rvel.Length);
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if (textureanim.Length > 0)
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{
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outPacket.ObjectData[0].TextureAnim = textureanim;
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objectData.TextureAnim = textureanim;
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}
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outPacket.Header.Zerocoded = true;
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OutPacket(outPacket, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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lock (m_primFullUpdates)
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{
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if (m_primFullUpdates.Count == 0)
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m_primFullUpdateTimer.Start();
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m_primFullUpdates.Add(objectData);
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if (m_primFullUpdates.Count >= m_primFullUpdatesPerPacket)
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ProcessPrimFullUpdates(this, null);
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}
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}
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void ProcessPrimFullUpdates(object sender, ElapsedEventArgs e)
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{
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lock (m_primFullUpdates)
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{
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if (m_primFullUpdates.Count == 0)
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{
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m_primFullUpdateTimer.Stop();
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return;
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}
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ObjectUpdatePacket outPacket =
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(ObjectUpdatePacket)PacketPool.Instance.GetPacket(
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PacketType.ObjectUpdate);
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outPacket.RegionData.RegionHandle =
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Scene.RegionInfo.RegionHandle;
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outPacket.RegionData.TimeDilation =
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(ushort)(Scene.TimeDilation * ushort.MaxValue);
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int count = m_primFullUpdates.Count;
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if (count > m_primFullUpdatesPerPacket)
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count = m_primFullUpdatesPerPacket;
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outPacket.ObjectData =
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new ObjectUpdatePacket.ObjectDataBlock[count];
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for (int index = 0 ; index < count ; index++)
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{
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outPacket.ObjectData[index] = m_primFullUpdates[0];
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m_primFullUpdates.RemoveAt(0);
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}
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outPacket.Header.Zerocoded = true;
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OutPacket(outPacket, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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if (m_primFullUpdates.Count == 0)
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m_primFullUpdateTimer.Stop();
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}
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}
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/// <summary>
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@ -2947,15 +3024,65 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
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rotation = Quaternion.Identity;
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ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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// TODO: don't create new blocks if recycling an old packet
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terse.RegionData.RegionHandle = regionHandle;
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terse.RegionData.TimeDilation = timeDilation;
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terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
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terse.ObjectData[0] = CreatePrimImprovedBlock(localID, position, rotation, velocity, rotationalvelocity, state); // AssetID should fall into here probably somehow...
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terse.Header.Reliable = false;
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terse.Header.Zerocoded = true;
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OutPacket(terse, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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ImprovedTerseObjectUpdatePacket.ObjectDataBlock objectData =
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CreatePrimImprovedBlock(localID, position, rotation,
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velocity, rotationalvelocity, state);
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lock (m_primTerseUpdates)
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{
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if (m_primTerseUpdates.Count == 0)
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m_primTerseUpdateTimer.Start();
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m_primTerseUpdates.Add(objectData);
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if (m_primTerseUpdates.Count >= m_primTerseUpdatesPerPacket)
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ProcessPrimTerseUpdates(this, null);
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}
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}
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void ProcessPrimTerseUpdates(object sender, ElapsedEventArgs e)
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{
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lock (m_primTerseUpdates)
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{
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if (m_primTerseUpdates.Count == 0)
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{
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m_primTerseUpdateTimer.Stop();
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return;
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}
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ImprovedTerseObjectUpdatePacket outPacket =
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(ImprovedTerseObjectUpdatePacket)
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PacketPool.Instance.GetPacket(
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PacketType.ImprovedTerseObjectUpdate);
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outPacket.RegionData.RegionHandle =
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Scene.RegionInfo.RegionHandle;
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outPacket.RegionData.TimeDilation =
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(ushort)(Scene.TimeDilation * ushort.MaxValue);
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int count = m_primTerseUpdates.Count;
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if (count > m_primTerseUpdatesPerPacket)
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count = m_primTerseUpdatesPerPacket;
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outPacket.ObjectData =
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new ImprovedTerseObjectUpdatePacket.
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ObjectDataBlock[count];
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for (int index = 0 ; index < count ; index++)
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{
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outPacket.ObjectData[index] = m_primTerseUpdates[0];
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m_primTerseUpdates.RemoveAt(0);
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}
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outPacket.Header.Reliable = false;
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outPacket.Header.Zerocoded = true;
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OutPacket(outPacket, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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if (m_primTerseUpdates.Count == 0)
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m_primTerseUpdateTimer.Stop();
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}
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}
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public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
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@ -97,6 +97,11 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_clientManager; }
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}
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public float TimeDilation
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{
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get { return 1.0f; }
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}
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protected ulong m_regionHandle;
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protected string m_regionName;
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protected RegionInfo m_regInfo;
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@ -745,7 +745,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 60)
|
||||
while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 120)
|
||||
{
|
||||
SceneObjectGroup g = m_pendingObjects.Dequeue();
|
||||
|
||||
|
@ -834,7 +834,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
updateCount++;
|
||||
}
|
||||
|
||||
if (updateCount > 60)
|
||||
if (updateCount > 300)
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue