Reuse the same AgentUpdateArgs object for each AgentUpdate UDP packet (of which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.0.7.4-extended
parent
73c2db9e8f
commit
8726748e22
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@ -91,8 +91,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public event ObjectDeselect OnObjectDetach;
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public event ObjectDrop OnObjectDrop;
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public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
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/// <summary>
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/// Called when an AgentUpdate message is received and before OnAgentUpdate.
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/// </summary>
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/// <remarks>
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/// Listeners must not retain a reference to AgentUpdateArgs since this object is reused for subsequent AgentUpdates.
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/// </remarks>
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public event UpdateAgent OnPreAgentUpdate;
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/// <summary>
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/// Called when an AgentUpdate message is received and after OnPreAgentUpdate.
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/// </summary>
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/// <remarks>
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/// Listeners must not retain a reference to AgentUpdateArgs since this object is reused for subsequent AgentUpdates.
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/// </remarks>
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public event UpdateAgent OnAgentUpdate;
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public event AgentRequestSit OnAgentRequestSit;
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public event AgentSit OnAgentSit;
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public event AvatarPickerRequest OnAvatarPickerRequest;
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@ -346,7 +361,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_moneyBalance;
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private int m_animationSequenceNumber = 1;
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private bool m_SendLogoutPacketWhenClosing = true;
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private AgentUpdateArgs lastarg;
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/// <summary>
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/// We retain a single AgentUpdateArgs so that we can constantly reuse it rather than construct a new one for
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/// every single incoming AgentUpdate. Every client sends 10 AgentUpdate UDP messages per second, even if it
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/// is doing absolutely nothing.
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/// </summary>
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/// <remarks>
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/// This does mean that agent updates must be processed synchronously, at least for each client, and called methods
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/// cannot retain a reference to it outside of that method.
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/// </remarks>
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private AgentUpdateArgs m_lastAgentUpdateArgs;
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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@ -5197,7 +5222,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected virtual void RegisterLocalPacketHandlers()
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{
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AddLocalPacketHandler(PacketType.LogoutRequest, HandleLogout);
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// If AgentUpdate is ever handled asynchronously, then we will also need to construct a new AgentUpdateArgs
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// for each AgentUpdate packet.
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AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate, false);
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AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect, false);
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AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached, false);
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AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate, false);
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@ -5428,73 +5457,71 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (OnAgentUpdate != null)
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{
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bool update = false;
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AgentUpdatePacket agenUpdate = (AgentUpdatePacket)packet;
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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#region Packet Session and User Check
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if (agenUpdate.AgentData.SessionID != SessionId || agenUpdate.AgentData.AgentID != AgentId)
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if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId)
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{
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PacketPool.Instance.ReturnPacket(packet);
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return false;
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}
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#endregion
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AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData;
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bool update = false;
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AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
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// We can only check when we have something to check
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// against.
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if (lastarg != null)
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if (m_lastAgentUpdateArgs != null)
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{
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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update =
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(
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(x.BodyRotation != lastarg.BodyRotation) ||
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(x.CameraAtAxis != lastarg.CameraAtAxis) ||
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(x.CameraCenter != lastarg.CameraCenter) ||
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(x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
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(x.CameraUpAxis != lastarg.CameraUpAxis) ||
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(x.ControlFlags != lastarg.ControlFlags) ||
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(x.Far != lastarg.Far) ||
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(x.Flags != lastarg.Flags) ||
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(x.State != lastarg.State) ||
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(x.HeadRotation != lastarg.HeadRotation) ||
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(x.SessionID != lastarg.SessionID) ||
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(x.AgentID != lastarg.AgentID)
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(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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(x.Far != m_lastAgentUpdateArgs.Far) ||
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(x.Flags != m_lastAgentUpdateArgs.Flags) ||
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(x.State != m_lastAgentUpdateArgs.State) ||
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(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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(x.AgentID != m_lastAgentUpdateArgs.AgentID)
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);
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}
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else
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{
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m_lastAgentUpdateArgs = new AgentUpdateArgs();
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update = true;
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}
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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if (update)
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
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AgentUpdateArgs arg = new AgentUpdateArgs();
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arg.AgentID = x.AgentID;
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arg.BodyRotation = x.BodyRotation;
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arg.CameraAtAxis = x.CameraAtAxis;
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arg.CameraCenter = x.CameraCenter;
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arg.CameraLeftAxis = x.CameraLeftAxis;
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arg.CameraUpAxis = x.CameraUpAxis;
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arg.ControlFlags = x.ControlFlags;
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arg.Far = x.Far;
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arg.Flags = x.Flags;
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arg.HeadRotation = x.HeadRotation;
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arg.SessionID = x.SessionID;
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arg.State = x.State;
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m_lastAgentUpdateArgs.AgentID = x.AgentID;
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m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_lastAgentUpdateArgs.Far = x.Far;
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m_lastAgentUpdateArgs.Flags = x.Flags;
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m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
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m_lastAgentUpdateArgs.SessionID = x.SessionID;
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m_lastAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
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lastarg = arg; // save this set of arguments for nexttime
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if (handlerPreAgentUpdate != null)
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OnPreAgentUpdate(this, arg);
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OnPreAgentUpdate(this, m_lastAgentUpdateArgs);
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if (handlerAgentUpdate != null)
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OnAgentUpdate(this, arg);
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OnAgentUpdate(this, m_lastAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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