add functions to send entity updates imediatly, except for avatars (or now) they should be use to bypass normal delayed updates, for debug
parent
22e9647748
commit
63383bf3c5
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@ -685,9 +685,10 @@ namespace OpenSim.Framework
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ExtraData = 1 << 20,
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Sound = 1 << 21,
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Joint = 1 << 22,
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FullUpdate = 0x3fffffff,
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CancelKill = 0x7fffffff,
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Kill = 0x80000000
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FullUpdate = 0x0fffffff,
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SendInTransit = 1 << 30,
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CancelKill = 0x4fffffff, // 1 << 31
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Kill = 0x80000000 // 1 << 32
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}
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/* included in .net 4.0
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@ -1187,7 +1188,8 @@ namespace OpenSim.Framework
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void SetAgentThrottleSilent(int throttle, int setting);
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int GetAgentThrottleSilent(int throttle);
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void SendAvatarDataImmediate(ISceneEntity avatar);
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void SendEntityFullUpdateImmediate(ISceneEntity entity);
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void SendEntityTerseUpdateImmediate(ISceneEntity entity);
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/// <summary>
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/// Send a positional, velocity, etc. update to the viewer for a given entity.
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@ -3950,24 +3950,68 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Send an ObjectUpdate packet with information about an avatar
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/// </summary>
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public void SendAvatarDataImmediate(ISceneEntity avatar)
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public void SendEntityFullUpdateImmediate(ISceneEntity ent)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending immediate object update for avatar {0} {1} to {2} {3}",
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// avatar.Name, avatar.UUID, Name, AgentId);
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ScenePresence presence = avatar as ScenePresence;
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if (presence == null)
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if (ent == null)
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return;
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ObjectUpdatePacket objupdate = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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objupdate.Header.Zerocoded = true;
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objupdate.RegionData.RegionHandle = presence.RegionHandle;
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// objupdate.RegionData.TimeDilation = ushort.MaxValue;
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objupdate.RegionData.TimeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
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objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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if(ent is ScenePresence)
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{
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ScenePresence presence = ent as ScenePresence;
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objupdate.RegionData.RegionHandle = presence.RegionHandle;
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objupdate.ObjectData[0] = CreateAvatarUpdateBlock(presence);
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}
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else if(ent is SceneObjectPart)
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{
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SceneObjectPart part = ent as SceneObjectPart;
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objupdate.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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objupdate.ObjectData[0] = CreatePrimUpdateBlock(part, (ScenePresence)SceneAgent);
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}
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OutPacket(objupdate, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority);
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// We need to record the avatar local id since the root prim of an attachment points to this.
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// m_attachmentsSent.Add(avatar.LocalId);
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}
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public void SendEntityTerseUpdateImmediate(ISceneEntity ent)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending immediate object update for avatar {0} {1} to {2} {3}",
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// avatar.Name, avatar.UUID, Name, AgentId);
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if (ent == null)
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return;
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ImprovedTerseObjectUpdatePacket objupdate =
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(ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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objupdate.Header.Zerocoded = true;
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objupdate.RegionData.TimeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
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objupdate.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
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if(ent is ScenePresence)
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{
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ScenePresence presence = ent as ScenePresence;
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objupdate.RegionData.RegionHandle = presence.RegionHandle;
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objupdate.ObjectData[0] = CreateImprovedTerseBlock(ent, false);
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}
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else if(ent is SceneObjectPart)
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{
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SceneObjectPart part = ent as SceneObjectPart;
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objupdate.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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objupdate.ObjectData[0] = CreateImprovedTerseBlock(ent, false);
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}
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OutPacket(objupdate, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority);
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@ -4021,7 +4065,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Primitive Packet/Data Sending Methods
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/// <summary>
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/// Generate one of the object update packets based on PrimUpdateFlags
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/// and broadcast the packet to clients
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@ -4157,8 +4200,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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SceneObjectGroup grp = part.ParentGroup;
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if (grp.inTransit)
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if (grp.inTransit && !update.Flags.HasFlag(PrimUpdateFlags.SendInTransit))
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continue;
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if (update.Flags.HasFlag(PrimUpdateFlags.SendInTransit))
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{
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}
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if (grp.IsDeleted)
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{
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@ -1778,6 +1778,20 @@ namespace OpenSim.Region.Framework.Scenes
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private Dictionary<ulong, spRegionSizeInfo> m_knownChildRegionsSizeInfo = new Dictionary<ulong, spRegionSizeInfo>();
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public void AddNeighbourRegion(GridRegion region, string capsPath)
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{
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lock (m_knownChildRegions)
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{
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ulong regionHandle = region.RegionHandle;
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m_knownChildRegions.Add(regionHandle,capsPath);
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spRegionSizeInfo sizeInfo = new spRegionSizeInfo();
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sizeInfo.sizeX = region.RegionSizeX;
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sizeInfo.sizeY = region.RegionSizeY;
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m_knownChildRegionsSizeInfo[regionHandle] = sizeInfo;
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}
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}
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public void AddNeighbourRegionSizeInfo(GridRegion region)
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{
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lock (m_knownChildRegions)
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@ -1826,6 +1840,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public bool knowsNeighbourRegion(ulong regionHandle)
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{
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lock (m_knownChildRegions)
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return m_knownChildRegions.ContainsKey(regionHandle);
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}
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public void DropOldNeighbours(List<ulong> oldRegions)
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{
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foreach (ulong handle in oldRegions)
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@ -2010,6 +2030,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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if(!haveGroupInformation && !IsChildAgent && !IsNPC)
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@ -2069,6 +2090,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsChildAgent)
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{
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if( ParentPart != null && !IsNPC && (crossingFlags & 0x08) != 0)
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{
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// SceneObjectPart root = ParentPart.ParentGroup.RootPart;
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// if(root.LocalId != ParentPart.LocalId)
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// ControllingClient.SendEntityTerseUpdateImmediate(root);
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// ControllingClient.SendEntityTerseUpdateImmediate(ParentPart);
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ParentPart.ParentGroup.SendFullUpdateToClient(ControllingClient);
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}
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// verify baked textures and cache
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bool cachedbaked = false;
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@ -2130,6 +2161,7 @@ namespace OpenSim.Region.Framework.Scenes
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// send avatar object to all presences including us, so they cross it into region
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// then hide if necessary
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SendInitialAvatarDataToAllAgents(allpresences);
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// send this look
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@ -2237,14 +2269,19 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastChildAgentUpdateDrawDistance = DrawDistance;
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m_lastChildAgentUpdatePosition = AbsolutePosition;
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m_childUpdatesBusy = false; // allow them
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}
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m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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// send the rest of the world
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if (m_teleportFlags > 0 && !IsNPC || m_currentParcelHide)
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SendInitialDataToMe();
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// priority uses avatar position only
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// m_reprioritizationLastPosition = AbsolutePosition;
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// m_reprioritizationLastDrawDistance = DrawDistance;
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@ -3979,7 +4016,7 @@ namespace OpenSim.Region.Framework.Scenes
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int count = 0;
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foreach (ScenePresence p in presences)
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{
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p.ControllingClient.SendAvatarDataImmediate(this);
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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// either just kill the object
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// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
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@ -3992,7 +4029,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendInitialAvatarDataToAgent(ScenePresence p)
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{
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p.ControllingClient.SendAvatarDataImmediate(this);
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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// either just kill the object
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// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
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@ -4009,12 +4046,12 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.IsViewerUIGod)
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return;
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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avatar.ControllingClient.SendEntityFullUpdateImmediate(this);
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}
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public void SendAvatarDataToAgentNF(ScenePresence avatar)
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{
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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avatar.ControllingClient.SendEntityFullUpdateImmediate(this);
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}
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/// <summary>
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@ -1097,7 +1097,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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}
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public void SendAvatarDataImmediate(ISceneEntity avatar)
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public void SendEntityFullUpdateImmediate(ISceneEntity ent)
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{
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}
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public void SendEntityTerseUpdateImmediate(ISceneEntity ent)
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{
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}
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@ -813,7 +813,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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}
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public void SendAvatarDataImmediate(ISceneEntity avatar)
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public void SendEntityFullUpdateImmediate(ISceneEntity avatar)
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{
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}
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public void SendEntityTerseUpdateImmediate(ISceneEntity ent)
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{
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}
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@ -760,7 +760,11 @@ namespace OpenSim.Tests.Common
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{
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}
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public void SendAvatarDataImmediate(ISceneEntity avatar)
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public void SendEntityFullUpdateImmediate(ISceneEntity ent)
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{
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}
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public void SendEntityTerseUpdateImmediate(ISceneEntity ent)
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{
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}
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