dont let ignored AgentUpdates change their throttles. Apply respective movement to physics on the handling thread, not heartbeat, avoiding missing transitions that should get into physics. Make some usefull sp state flags visible everywhere
parent
f3e7603c37
commit
8a3958ad04
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@ -55,6 +55,9 @@ namespace OpenSim.Framework
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/// </summary>
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bool IsChildAgent { get; }
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bool IsInTransit { get; }
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bool isNPC { get;}
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bool Invulnerable { get; set; }
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/// <summary>
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/// Avatar appearance data.
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@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
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{
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m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
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m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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m_thisAgentUpdateArgs.ControlFlags = 0;
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AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
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mov.SimData.ChannelVersion = m_channelVersion;
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@ -6196,27 +6197,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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bool movementSignificant =
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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 != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
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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.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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|| (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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;
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//if (movementSignificant)
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//{
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//m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
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// qdelta1, qdelta2);
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//m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}",
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// x.ControlFlags, x.Flags, x.Far, x.State);
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//}
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return movementSignificant;
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)
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return true;
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float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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if(
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qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold
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)
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return true;
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return false;
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}
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/// <summary>
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@ -6227,33 +6228,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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if((vdelta > VDELTA))
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return true;
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bool cameraSignificant =
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(vdelta1 > VDELTA) ||
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(vdelta2 > VDELTA) ||
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(vdelta3 > VDELTA) ||
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(vdelta4 > VDELTA)
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;
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vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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if((vdelta > VDELTA))
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return true;
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//if (cameraSignificant)
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//{
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//m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}",
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// x.CameraAtAxis, x.CameraCenter);
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//m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
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// x.CameraLeftAxis, x.CameraUpAxis);
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//}
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vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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if((vdelta > VDELTA))
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return true;
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return cameraSignificant;
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vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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if((vdelta > VDELTA))
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return true;
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return false;
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}
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private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
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{
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// We got here, which means that something in agent update was significant
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
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@ -6264,10 +6259,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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TotalAgentUpdates++;
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// dont let ignored updates pollute this throttles
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if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit)
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{
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// throttle reset is done at MoveAgentIntoRegion()
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// called by scenepresence on completemovement
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PacketPool.Instance.ReturnPacket(packet);
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return true;
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}
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bool movement = CheckAgentMovementUpdateSignificance(x);
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bool camera = CheckAgentCameraUpdateSignificance(x);
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// Was there a significant movement/state change?
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if (movement)
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{
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@ -6276,7 +6279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_thisAgentUpdateArgs.Far = x.Far;
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m_thisAgentUpdateArgs.Flags = x.Flags;
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m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
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// m_thisAgentUpdateArgs.SessionID = x.SessionID;
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m_thisAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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@ -6287,9 +6289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerAgentUpdate != null)
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OnAgentUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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}
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// Was there a significant camera(s) change?
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@ -6305,7 +6305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerAgentCameraUpdate != null)
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handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentCameraUpdate = null;
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}
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PacketPool.Instance.ReturnPacket(packet);
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@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_followCamAuto = false;
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private Vector3? m_forceToApply;
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// private object m_forceToApplyLock = new object();
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// private bool m_forceToApplyValid;
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// private Vector3 m_forceToApply;
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private int m_userFlags;
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public int UserFlags
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{
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@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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return m_drawDistance;
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return m_drawDistance;
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}
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set
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{
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m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
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m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
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}
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}
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@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
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return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
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}
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}
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@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (haveAnims)
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SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
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// we should be able to receive updates, etc
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// so release them
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m_inTransit = false;
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@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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finally
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{
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haveGroupInformation = false;
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gotCrossUpdate = false;
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crossingFlags = 0;
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m_inTransit = false;
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}
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// if hide force a check
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@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_currentParcelHide = newhide;
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// }
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haveGroupInformation = false;
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gotCrossUpdate = false;
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crossingFlags = 0;
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m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
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@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
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MovingToTarget = false;
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// MoveToPositionTarget = Vector3.Zero;
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m_forceToApply = null; // cancel possible last action
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// lock(m_forceToApplyLock)
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// m_forceToApplyValid = false; // cancel possible last action
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// We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
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// resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
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@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
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m_forceToApply = direc;
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/*
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lock(m_forceToApplyLock)
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{
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m_forceToApply = direc;
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m_forceToApplyValid = true;
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}
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*/
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Velocity = direc;
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Animator.UpdateMovementAnimations();
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}
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@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void UpdateMovement()
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{
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/*
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if (IsInTransit)
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return;
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if (m_forceToApply.HasValue)
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lock(m_forceToApplyLock)
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{
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Vector3 force = m_forceToApply.Value;
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if (m_forceToApplyValid)
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{
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Velocity = m_forceToApply;
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Velocity = force;
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m_forceToApply = null;
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TriggerScenePresenceUpdated();
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m_forceToApplyValid = false;
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TriggerScenePresenceUpdated();
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}
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}
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*/
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}
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/// <summary>
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@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Appearance.SetHeight();
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Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
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// lock(m_forceToApplyLock)
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// m_forceToApplyValid = false;
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PhysicsScene scene = m_scene.PhysicsScene;
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Vector3 pVec = AbsolutePosition;
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