* 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 details
0.6.0-stable
Justin Clarke Casey 2008-07-03 23:04:12 +00:00
parent 7fea52be35
commit 8251508412
4 changed files with 41 additions and 13 deletions

View File

@ -1101,27 +1101,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//}
}
/// <summary>
/// Send terrain layer information to the client.
/// </summary>
/// <param name="o"></param>
private void DoSendLayerData(object o)
{
float[] map = (float[])o;
try
{
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x += 4)
// For some terrains, sending more than one terrain patch at once results in a libsecondlife exception
// see http://opensimulator.org/mantis/view.php?id=1662
//for (int x = 0; x < 16; x += 4)
//{
// SendLayerPacket(map, y, x);
// Thread.Sleep(150);
//}
for (int x= 0; x < 16; x++)
{
SendLayerPacket(map, y, x);
Thread.Sleep(150);
SendLayerData(x, y, map);
Thread.Sleep(35);
}
}
}
catch (Exception e)
{
m_log.Warn("[client]: " +
"ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
m_log.Warn("[CLIENT]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Sends a set of four patches (x, x+1, ..., x+3) to the client
/// </summary>
/// <param name="map">heightmap</param>
/// <param name="px">X coordinate for patches 0..12</param>
/// <param name="py">Y coordinate for patches 0..15</param>
private void SendLayerPacket(float[] map, int y, int x)
{
int[] patches = new int[4];
@ -1137,8 +1154,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>
/// Sends a specified patch to a client
/// </summary>
/// <param name="px">Patch coordinate (x) 0..16</param>
/// <param name="py">Patch coordinate (y) 0..16</param>
/// <param name="px">Patch coordinate (x) 0..15</param>
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, float[] map)
{
@ -1157,8 +1174,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
catch (Exception e)
{
m_log.Warn("[client]: " +
"ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
m_log.Warn("[client]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}

View File

@ -32,7 +32,13 @@ namespace OpenSim.Region.Environment.Interfaces
int Height { get; }
double this[int x, int y] { get; set; }
int Width { get; }
/// <summary>
/// Squash the entire heightmap into a single dimensioned array
/// </summary>
/// <returns></returns>
float[] GetFloatsSerialised();
double[,] GetDoubles();
bool Tainted(int x, int y);
ITerrainChannel MakeCopy();

View File

@ -494,8 +494,9 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
}
/// <summary>
/// Checks to see if the terrain has been modified since last check
/// if the call is asked to respect the estate settings for terrain_raise_limit and
/// Checks to see if the terrain has been modified since last check.
/// If it has been modified, every all the terrain patches are sent to the client.
/// If the call is asked to respect the estate settings for terrain_raise_limit and
/// terrain_lower_limit, it will clamp terrain updates between these values
/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
@ -520,6 +521,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
// what we are going to send to the client
serialised = m_channel.GetFloatsSerialised();
}
SendToClients(serialised, x, y);
shouldTaint = true;
}
@ -578,7 +580,11 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
private void SendToClients(float[] serialised, int x, int y)
{
m_scene.ForEachClient(
delegate(IClientAPI controller) { controller.SendLayerData(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised); });
delegate(IClientAPI controller)
{ controller.SendLayerData(
x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised);
}
);
}
private void client_OnModifyTerrain(float height, float seconds, byte size, byte action, float north, float west,