From 8a3958ad048535ad4f8a752cbd71d9114e53a42b Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 5 Oct 2016 13:17:23 +0100 Subject: [PATCH] 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 --- OpenSim/Framework/ISceneAgent.cs | 3 + .../ClientStack/Linden/UDP/LLClientView.cs | 87 +++++++++---------- .../Region/Framework/Scenes/ScenePresence.cs | 49 +++++++---- 3 files changed, 79 insertions(+), 60 deletions(-) diff --git a/OpenSim/Framework/ISceneAgent.cs b/OpenSim/Framework/ISceneAgent.cs index 1848b1757e..c8424e3691 100644 --- a/OpenSim/Framework/ISceneAgent.cs +++ b/OpenSim/Framework/ISceneAgent.cs @@ -55,6 +55,9 @@ namespace OpenSim.Framework /// bool IsChildAgent { get; } + bool IsInTransit { get; } + bool isNPC { get;} + bool Invulnerable { get; set; } /// /// Avatar appearance data. diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 8194260ebf..2650be4c88 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) { m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue; - m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue; +// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue; + m_thisAgentUpdateArgs.ControlFlags = 0; AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete); mov.SimData.ChannelVersion = m_channelVersion; @@ -6196,27 +6197,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation)); - //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation)); - - bool movementSignificant = + if( (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed - || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands + || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 && + (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed - || (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold - // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack - // || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed - ; - //if (movementSignificant) - //{ - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // qdelta1, qdelta2); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", - // x.ControlFlags, x.Flags, x.Far, x.State); - //} - return movementSignificant; + ) + return true; + + float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation)); + //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation)); + + if( + qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold + // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack + // || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold + ) + return true; + + return false; } /// @@ -6227,33 +6228,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); - float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); - float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); - float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + if((vdelta > VDELTA)) + return true; - bool cameraSignificant = - (vdelta1 > VDELTA) || - (vdelta2 > VDELTA) || - (vdelta3 > VDELTA) || - (vdelta4 > VDELTA) - ; + vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + if((vdelta > VDELTA)) + return true; - //if (cameraSignificant) - //{ - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", - // x.CameraAtAxis, x.CameraCenter); - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", - // x.CameraLeftAxis, x.CameraUpAxis); - //} + vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + if((vdelta > VDELTA)) + return true; - return cameraSignificant; + vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + if((vdelta > VDELTA)) + return true; + + return false; } private bool HandleAgentUpdate(IClientAPI sender, Packet packet) { - // We got here, which means that something in agent update was significant - AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; @@ -6264,10 +6259,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP } TotalAgentUpdates++; + // dont let ignored updates pollute this throttles + if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit) + { + // throttle reset is done at MoveAgentIntoRegion() + // called by scenepresence on completemovement + PacketPool.Instance.ReturnPacket(packet); + return true; + } bool movement = CheckAgentMovementUpdateSignificance(x); bool camera = CheckAgentCameraUpdateSignificance(x); - + // Was there a significant movement/state change? if (movement) { @@ -6276,7 +6279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_thisAgentUpdateArgs.Far = x.Far; m_thisAgentUpdateArgs.Flags = x.Flags; m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; -// m_thisAgentUpdateArgs.SessionID = x.SessionID; m_thisAgentUpdateArgs.State = x.State; UpdateAgent handlerAgentUpdate = OnAgentUpdate; @@ -6287,9 +6289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (handlerAgentUpdate != null) OnAgentUpdate(this, m_thisAgentUpdateArgs); - - handlerAgentUpdate = null; - handlerPreAgentUpdate = null; + } // Was there a significant camera(s) change? @@ -6305,7 +6305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (handlerAgentCameraUpdate != null) handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs); - handlerAgentCameraUpdate = null; } PacketPool.Instance.ReturnPacket(packet); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bb6e89b3ba..6f4d6c3f97 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes private bool m_followCamAuto = false; - private Vector3? m_forceToApply; +// private object m_forceToApplyLock = new object(); +// private bool m_forceToApplyValid; +// private Vector3 m_forceToApply; private int m_userFlags; public int UserFlags { @@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes { get { - return m_drawDistance; + return m_drawDistance; } set { - m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); + m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); } } @@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes { get { - return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); + return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); } } @@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes if (haveAnims) SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); + // we should be able to receive updates, etc // so release them m_inTransit = false; @@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes } finally { + haveGroupInformation = false; + gotCrossUpdate = false; + crossingFlags = 0; m_inTransit = false; } // if hide force a check @@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes // m_currentParcelHide = newhide; // } - haveGroupInformation = false; - gotCrossUpdate = false; - crossingFlags = 0; m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; @@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes MovingToTarget = false; // MoveToPositionTarget = Vector3.Zero; - m_forceToApply = null; // cancel possible last action +// lock(m_forceToApplyLock) +// m_forceToApplyValid = false; // cancel possible last action // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. @@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes } // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); - - m_forceToApply = direc; +/* + lock(m_forceToApplyLock) + { + m_forceToApply = direc; + m_forceToApplyValid = true; + } +*/ + Velocity = direc; Animator.UpdateMovementAnimations(); } @@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes /// public void UpdateMovement() { +/* if (IsInTransit) return; - if (m_forceToApply.HasValue) + + lock(m_forceToApplyLock) { - Vector3 force = m_forceToApply.Value; + if (m_forceToApplyValid) + { + Velocity = m_forceToApply; - Velocity = force; - - m_forceToApply = null; - TriggerScenePresenceUpdated(); + m_forceToApplyValid = false; + TriggerScenePresenceUpdated(); + } } +*/ } /// @@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes // Appearance.SetHeight(); Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); +// lock(m_forceToApplyLock) +// m_forceToApplyValid = false; + PhysicsScene scene = m_scene.PhysicsScene; Vector3 pVec = AbsolutePosition;