Parameterizes the view distance used to compute and manage
child agents in neighbor regions. This means you can extend the view on a simulator beyond the default 3x3 regions. This uses a region default draw distance and should be replaced at some point by the avatar specified draw distance. That will require more careful, dynamic recomputation of child agents every time the draw distance changes. WARNING: this is experimental and has known instabilities. specifically all regions "within site" should be running the same default draw distance or agents will not be closed correctly.0.7.1-dev
parent
af22b7cb1a
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@ -459,10 +459,17 @@ namespace OpenSim.Framework
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/// <param name="oldy">Old region y-coord</param>
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/// <param name="newy">New region y-coord</param>
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/// <returns></returns>
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public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy)
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public static bool IsOutsideView(float drawdist, uint oldx, uint newx, uint oldy, uint newy)
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{
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// Eventually this will be a function of the draw distance / camera position too.
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return (((int)Math.Abs((int)(oldx - newx)) > 1) || ((int)Math.Abs((int)(oldy - newy)) > 1));
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int dd = (int)((drawdist + Constants.RegionSize - 1) / Constants.RegionSize);
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int startX = (int)oldx - dd;
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int startY = (int)oldy - dd;
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int endX = (int)oldx + dd;
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int endY = (int)oldy + dd;
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return (newx < startX || endX < newx || newy < startY || endY < newy);
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}
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public static string FieldToString(byte[] bytes)
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@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentCircuit.Id0 = currentAgentCircuit.Id0;
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}
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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@ -336,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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IClientIPEndpoint ipepClient;
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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@ -447,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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Thread.Sleep(5000);
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sp.Close();
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@ -521,14 +521,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return region;
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}
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protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
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protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
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{
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return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
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}
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protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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{
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return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
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}
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protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
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@ -1045,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (m_regionInfo != null)
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{
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neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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}
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else
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{
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@ -1272,8 +1272,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name="pRegionLocX"></param>
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/// <param name="pRegionLocY"></param>
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/// <returns></returns>
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protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
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protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
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{
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Scene pScene = avatar.Scene;
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RegionInfo m_regionInfo = pScene.RegionInfo;
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Border[] northBorders = pScene.NorthBorders.ToArray();
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@ -1281,10 +1282,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Border[] eastBorders = pScene.EastBorders.ToArray();
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Border[] westBorders = pScene.WestBorders.ToArray();
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// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
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// Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
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// clear what should be done with a "far view" given that megaregions already extended the
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// view to include everything in the megaregion
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if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
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{
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return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
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int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
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int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
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int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
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int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
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int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
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List<GridRegion> neighbours =
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avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
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neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
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return neighbours;
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}
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else
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{
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@ -130,9 +130,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return region;
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}
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protected override bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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protected override bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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{
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if (base.NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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return true;
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int flags = m_aScene.GridService.GetRegionFlags(m_aScene.RegionInfo.ScopeID, reg.RegionID);
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@ -83,6 +83,13 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_useFlySlow;
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public bool m_usePreJump;
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public bool m_seeIntoRegionFromNeighbor;
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protected float m_defaultDrawDistance = 255.0f;
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public float DefaultDrawDistance
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{
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get { return m_defaultDrawDistance; }
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}
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// TODO: need to figure out how allow client agents but deny
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// root agents when ACL denies access to root agent
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public bool m_strictAccessControl = true;
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@ -627,6 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
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//
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IConfig startupConfig = m_config.Configs["Startup"];
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m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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// TODO: Change default to true once the feature is supported
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@ -626,7 +626,7 @@ namespace OpenSim.Region.Framework.Scenes
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Utils.LongToUInts(handle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
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if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
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{
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old.Add(handle);
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}
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@ -700,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
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{
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m_DrawDistance = world.DefaultDrawDistance;
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m_rootRegionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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@ -1279,7 +1280,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_CameraUpAxis = agentData.CameraUpAxis;
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// The Agent's Draw distance setting
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m_DrawDistance = agentData.Far;
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// m_DrawDistance = agentData.Far;
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m_DrawDistance = Scene.DefaultDrawDistance;
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// Check if Client has camera in 'follow cam' or 'build' mode.
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Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
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//m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
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//m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
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if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
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if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
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{
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byebyeRegions.Add(handle);
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}
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@ -2989,7 +2994,12 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 offset = new Vector3(shiftx, shifty, 0f);
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m_DrawDistance = cAgentData.Far;
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// m_DrawDistance = cAgentData.Far;
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m_DrawDistance = Scene.DefaultDrawDistance;
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if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
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m_pos = cAgentData.Position + offset;
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@ -3139,7 +3149,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_CameraLeftAxis = cAgent.LeftAxis;
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m_CameraUpAxis = cAgent.UpAxis;
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m_DrawDistance = cAgent.Far;
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// m_DrawDistance = cAgent.Far;
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m_DrawDistance = Scene.DefaultDrawDistance;
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if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
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@ -94,6 +94,13 @@
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; Warning! Don't use this with regions that have existing content!, This will likely break them
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CombineContiguousRegions = false
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; Extend the region's draw distance; 255m is the default which includes
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; one neighbor on each side of the current region, 767m would go three
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; neighbors on each side for a total of 49 regions in view. Warning, unless
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; all the regions have the same drawdistance, you will end up with strange
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; effects because the agents that get closed may be inconsistent.
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; DefaultDrawDistance = 255.0
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; If you have only one region in an instance, or to avoid the many bugs
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; that you can trigger in modules by restarting a region, set this to
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; true to make the entire instance exit instead of restarting the region.
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