* On client login, send only one terrain patch at a time (with pauses) instead of 4 at a time
* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches * See http://opensimulator.org/mantis/view.php?id=1662 for more details0.6.0-stable
parent
7fea52be35
commit
8251508412
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@ -1101,27 +1101,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//}
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}
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/// <summary>
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/// Send terrain layer information to the client.
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/// </summary>
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/// <param name="o"></param>
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private void DoSendLayerData(object o)
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{
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float[] map = (float[])o;
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try
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{
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x += 4)
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// For some terrains, sending more than one terrain patch at once results in a libsecondlife exception
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// see http://opensimulator.org/mantis/view.php?id=1662
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//for (int x = 0; x < 16; x += 4)
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//{
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// SendLayerPacket(map, y, x);
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// Thread.Sleep(150);
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//}
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for (int x= 0; x < 16; x++)
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{
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SendLayerPacket(map, y, x);
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Thread.Sleep(150);
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SendLayerData(x, y, map);
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Thread.Sleep(35);
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}
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}
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}
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catch (Exception e)
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{
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m_log.Warn("[client]: " +
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"ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
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m_log.Warn("[CLIENT]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Sends a set of four patches (x, x+1, ..., x+3) to the client
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/// </summary>
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/// <param name="map">heightmap</param>
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/// <param name="px">X coordinate for patches 0..12</param>
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/// <param name="py">Y coordinate for patches 0..15</param>
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private void SendLayerPacket(float[] map, int y, int x)
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{
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int[] patches = new int[4];
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@ -1137,8 +1154,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Sends a specified patch to a client
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/// </summary>
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/// <param name="px">Patch coordinate (x) 0..16</param>
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/// <param name="py">Patch coordinate (y) 0..16</param>
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/// <param name="px">Patch coordinate (x) 0..15</param>
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/// <param name="py">Patch coordinate (y) 0..15</param>
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/// <param name="map">heightmap</param>
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public void SendLayerData(int px, int py, float[] map)
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{
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@ -1157,8 +1174,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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catch (Exception e)
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{
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m_log.Warn("[client]: " +
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"ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
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m_log.Warn("[client]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
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}
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}
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@ -32,7 +32,13 @@ namespace OpenSim.Region.Environment.Interfaces
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int Height { get; }
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double this[int x, int y] { get; set; }
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int Width { get; }
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/// <summary>
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/// Squash the entire heightmap into a single dimensioned array
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/// </summary>
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/// <returns></returns>
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float[] GetFloatsSerialised();
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double[,] GetDoubles();
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bool Tainted(int x, int y);
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ITerrainChannel MakeCopy();
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@ -494,8 +494,9 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
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}
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/// <summary>
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/// Checks to see if the terrain has been modified since last check
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/// if the call is asked to respect the estate settings for terrain_raise_limit and
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/// Checks to see if the terrain has been modified since last check.
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/// If it has been modified, every all the terrain patches are sent to the client.
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/// If the call is asked to respect the estate settings for terrain_raise_limit and
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/// terrain_lower_limit, it will clamp terrain updates between these values
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/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
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/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
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@ -520,6 +521,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
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// what we are going to send to the client
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serialised = m_channel.GetFloatsSerialised();
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}
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SendToClients(serialised, x, y);
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shouldTaint = true;
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}
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@ -578,7 +580,11 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
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private void SendToClients(float[] serialised, int x, int y)
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{
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m_scene.ForEachClient(
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delegate(IClientAPI controller) { controller.SendLayerData(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised); });
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delegate(IClientAPI controller)
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{ controller.SendLayerData(
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x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised);
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}
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);
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}
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private void client_OnModifyTerrain(float height, float seconds, byte size, byte action, float north, float west,
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