* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.ThreadPoolClientBranch
parent
fdc42481ed
commit
6e01769bcf
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@ -1567,7 +1567,7 @@ namespace OpenSim.Region.ClientStack
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ObjectUpdatePacket objupdate = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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// TODO: don't create new blocks if recycling an old packet
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objupdate.RegionData.RegionHandle = regionHandle;
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objupdate.RegionData.TimeDilation = 64096;
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objupdate.RegionData.TimeDilation = ushort.MaxValue;
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objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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objupdate.ObjectData[0] = CreateDefaultAvatarPacket(textureEntry);
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@ -240,7 +240,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (TryGetAvatar(remoteClient.AgentId, out av)) {
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ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
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objupdate.RegionData.RegionHandle = m_regInfo.RegionHandle;
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objupdate.RegionData.TimeDilation = 64096;
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objupdate.RegionData.TimeDilation = ushort.MaxValue;
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objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[2];
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// avatar stuff - horrible group copypaste
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@ -69,7 +69,7 @@ namespace OpenSim.Region.Environment.Scenes
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public InnerScene m_innerScene;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private uint _primCount = 720000;
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private readonly Mutex _primAllocateMutex = new Mutex(false);
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private int m_timePhase = 24;
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@ -113,7 +113,7 @@ namespace OpenSim.Region.Environment.Scenes
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protected int m_fps = 10;
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protected int m_frame = 0;
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protected float m_timespan = 0.1f;
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.Now;
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protected float m_timedilation = 1.0f;
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@ -750,8 +750,17 @@ namespace OpenSim.Region.Environment.Scenes
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finally
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{
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updateLock.ReleaseMutex();
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// Get actual time dilation
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float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
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m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds;
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// If actual time dilation is greater then one, we're catching up, so subtract
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// the amount that's greater then 1 from the time dilation
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if (tmpval > 1.0)
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{
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tmpval = tmpval - (tmpval - 1.0f);
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}
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m_timedilation = tmpval;
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m_lastupdate = DateTime.Now;
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}
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}
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@ -1593,7 +1593,10 @@ namespace OpenSim.Region.Environment.Scenes
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part.UpdateMovement();
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}
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}
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public float GetTimeDilation()
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{
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return m_scene.TimeDilation;
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}
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/// <summary>
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/// Added as a way for the storage provider to reset the scene,
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/// most likely a better way to do this sort of thing but for now...
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@ -94,10 +94,12 @@ namespace OpenSim.Region.Environment.Scenes
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public byte ObjectSaleType;
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public int SalePrice;
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public uint Category;
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public Int32 CreationDate;
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public uint ParentID = 0;
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private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
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private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0);
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private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
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private LLUUID m_sitTargetAvatar = LLUUID.Zero;
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@ -417,9 +419,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (PhysActor.IsPhysical)
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{
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m_rotationalvelocity.X = PhysActor.RotationalVelocity.X;
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m_rotationalvelocity.Y = PhysActor.RotationalVelocity.Y;
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m_rotationalvelocity.Z = PhysActor.RotationalVelocity.Z;
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m_rotationalvelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(),0);
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}
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}
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@ -1693,7 +1693,7 @@ namespace OpenSim.Region.Environment.Scenes
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byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
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remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid,
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remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, m_shape, lPos, clientFlags, m_uuid,
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OwnerID,
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m_text, color, ParentID, m_particleSystem, lRot, m_clickAction, m_TextureAnimation);
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}
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@ -1741,12 +1741,13 @@ namespace OpenSim.Region.Environment.Scenes
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LLQuaternion mRot = RotationOffset;
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if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
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{
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remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
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remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot);
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}
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else
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{
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remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
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remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot, Velocity,
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RotationalVelocity);
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//System.Console.WriteLine("LID: " + LocalID + " RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString());
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}
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}
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@ -1755,13 +1756,13 @@ namespace OpenSim.Region.Environment.Scenes
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LLQuaternion mRot = RotationOffset;
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if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
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{
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remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot);
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remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot);
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}
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else
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{
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remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity,
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remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot, Velocity,
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RotationalVelocity);
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//System.Console.WriteLine("RVel:" + RotationalVelocity);
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//System.Console.WriteLine("LID: " + LocalID + "RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString());
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}
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}
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@ -1289,7 +1289,7 @@ namespace OpenSim.Region.Environment.Scenes
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LLVector3 pos = m_pos;
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LLVector3 vel = Velocity;
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LLQuaternion rot = new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, m_bodyRot.w);
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remoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
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remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
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new LLVector3(vel.X, vel.Y, vel.Z), rot);
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m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
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@ -181,7 +181,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = simfps/statsUpdateFactor;
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@ -280,13 +280,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void AddTimeDilation(float td)
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{
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float tdsetting = td;
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if (tdsetting > 1.0f)
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tdsetting = (tdsetting - (tdsetting - 0.91f));
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//float tdsetting = td;
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//if (tdsetting > 1.0f)
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//tdsetting = (tdsetting - (tdsetting - 0.91f));
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if (tdsetting < 0)
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tdsetting = 0.0f;
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m_timeDilation += tdsetting;
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//if (tdsetting < 0)
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//tdsetting = 0.0f;
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m_timeDilation = td;
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}
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public void SetRootAgents(int rootAgents)
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@ -46,7 +46,12 @@ namespace OpenSim.Region.Physics.Manager
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Y = y;
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Z = z;
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}
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public void setValues(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
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public override string ToString()
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return "<" + X + "," + Y + "," + Z + ">";
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}
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/// <summary>
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/// These routines are the easiest way to store XYZ values in an LLVector3 without requiring 3 calls.
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/// </summary>
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/// <returns></returns>
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public byte[] GetBytes()
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{
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byte[] byteArray = new byte[12];
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Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(byteArray, 0, 4);
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Array.Reverse(byteArray, 4, 4);
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Array.Reverse(byteArray, 8, 4);
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}
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return byteArray;
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}
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public void FromBytes(byte[] byteArray, int pos)
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{
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byte[] conversionBuffer = null;
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if (!BitConverter.IsLittleEndian)
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{
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// Big endian architecture
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if (conversionBuffer == null)
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conversionBuffer = new byte[12];
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Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
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Array.Reverse(conversionBuffer, 0, 4);
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Array.Reverse(conversionBuffer, 4, 4);
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Array.Reverse(conversionBuffer, 8, 4);
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X = BitConverter.ToSingle(conversionBuffer, 0);
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Y = BitConverter.ToSingle(conversionBuffer, 4);
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Z = BitConverter.ToSingle(conversionBuffer, 8);
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}
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else
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{
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// Little endian architecture
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X = BitConverter.ToSingle(byteArray, pos);
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Y = BitConverter.ToSingle(byteArray, pos + 4);
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Z = BitConverter.ToSingle(byteArray, pos + 8);
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}
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}
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// Operations
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public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
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{
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@ -53,6 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_taintshape = false;
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private bool m_taintPhysics = false;
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public bool m_taintremove = false;
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public bool m_taintdisable = false;
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private bool m_taintforce = false;
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private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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@ -451,6 +452,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_taintforce)
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changeAddForce(timestep);
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if (m_taintdisable)
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changedisable(timestep);
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}
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public void Move(float timestep)
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@ -494,6 +498,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintrot = _orientation;
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}
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public void changedisable(float timestep)
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{
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if (Body != (IntPtr) 0)
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d.BodyDisable(Body);
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m_taintdisable = false;
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}
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public void changePhysicsStatus(float timestap)
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{
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@ -862,7 +873,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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get {
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if (_zeroFlag)
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return PhysicsVector.Zero;
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m_lastUpdateSent = false;
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if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f))
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return PhysicsVector.Zero;
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return m_rotationalVelocity;
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}
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set { m_rotationalVelocity = value; }
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}
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@ -917,6 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02))
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{
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_zeroFlag = true;
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m_throttleUpdates = false;
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}
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else
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{
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@ -944,9 +965,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_throttleUpdates = false;
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throttleCounter = 0;
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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m_rotationalVelocity = PhysicsVector.Zero;
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base.RequestPhysicsterseUpdate();
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m_lastUpdateSent = true;
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}
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@ -960,10 +979,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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_velocity.X = vel.X;
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_velocity.Y = vel.Y;
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_velocity.Z = vel.Z;
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m_rotationalVelocity.X = rotvel.X;
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m_rotationalVelocity.Y = rotvel.Y;
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m_rotationalVelocity.Z = rotvel.Z;
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if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f))
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{
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m_rotationalVelocity = PhysicsVector.Zero;
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}
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else
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{
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m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
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}
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//System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
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_orientation.w = ori.W;
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_orientation.x = ori.X;
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@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If you interpenetrate a prim with another prim
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if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
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{
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// Don't collide, one or both prim will explode.
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contacts[i].depth = 0f;
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if (contacts[i].depth >= 0.25f)
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{
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// Don't collide, one or both prim will explode.
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((OdePrim)p1).m_taintdisable = true;
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AddPhysicsActorTaint(p1);
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((OdePrim)p2).m_taintdisable = true;
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AddPhysicsActorTaint(p2);
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contacts[i].depth = 0f;
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}
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}
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if (contacts[i].depth >= 1.00f)
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{
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Loading…
Reference in New Issue