bug fix: We can't filter out any of the avatar controls relative to movement, even if not flying (a condition i incorrectly added recently) in fact the entire AgentUpdates throotling is questionable, since its viewer Job. But keeping it...
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7494d7726a
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7cd4fa8cf5
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@ -6173,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Threshold for body rotation to be a significant agent update
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// Threshold for body rotation to be a significant agent update
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// use the abs of cos
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// use the abs of cos
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private const float QDELTABody = 1.0f - 0.0001f;
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private const float QDELTABody = 1.0f - 0.00005f;
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private const float QDELTAHead = 1.0f - 0.0001f;
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private const float QDELTAHead = 1.0f - 0.00005f;
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// Threshold for camera rotation to be a significant agent update
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// Threshold for camera rotation to be a significant agent update
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private const float VDELTA = 0.01f;
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private const float VDELTA = 0.01f;
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@ -6199,8 +6199,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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if(
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if(
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
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// || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
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(x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
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// (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
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|| (x.ControlFlags & 0x3f8dfff) != 0 // actually all movement controls need to pass
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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