Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim
commit
6aed4323a3
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@ -144,6 +144,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>A reference to the LLUDPServer that is managing this client</summary>
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private readonly LLUDPServer m_udpServer;
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/// <summary>Caches packed throttle information</summary>
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private byte[] m_packedThrottles;
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private int m_defaultRTO = 3000;
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private int m_maxRTO = 60000;
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@ -350,21 +353,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
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bucket.DripRate = texture;
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bucket.MaxBurst = texture;
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// Reset the packed throttles cached data
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m_packedThrottles = null;
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}
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public byte[] GetThrottlesPacked()
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{
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byte[] data = new byte[7 * 4];
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int i = 0;
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byte[] data = m_packedThrottles;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
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m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
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if (data == null)
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{
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data = new byte[7 * 4];
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int i = 0;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
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m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
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m_packedThrottles = data;
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}
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return data;
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}
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@ -1133,10 +1133,7 @@ namespace OpenSim.Region.Framework.Scenes
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public int GetInaccurateNeighborCount()
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{
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lock (m_neighbours)
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{
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return m_neighbours.Count;
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}
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return m_neighbours.Count;
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}
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// This is the method that shuts down the scene.
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@ -2675,6 +2675,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
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Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
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{
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m_lastChildAgentUpdatePosition = AbsolutePosition;
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m_lastChildAgentUpdateCamPosition = CameraPosition;
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ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
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cadu.ActiveGroupID = UUID.Zero.Guid;
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cadu.AgentID = UUID.Guid;
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@ -2683,8 +2686,6 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 tempCameraCenter = m_CameraCenter;
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cadu.cameraPosition = tempCameraCenter;
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cadu.drawdistance = m_DrawDistance;
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if (m_scene.Permissions.IsGod(new UUID(cadu.AgentID)))
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cadu.godlevel = m_godlevel;
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cadu.GroupAccess = 0;
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cadu.Position = AbsolutePosition;
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cadu.regionHandle = m_rootRegionHandle;
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@ -2707,9 +2708,6 @@ namespace OpenSim.Region.Framework.Scenes
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agentpos.CopyFrom(cadu);
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m_scene.SendOutChildAgentUpdates(agentpos, this);
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m_lastChildAgentUpdatePosition = AbsolutePosition;
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m_lastChildAgentUpdateCamPosition = CameraPosition;
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}
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}
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