several changes related to culling option

httptests
UbitUmarov 2016-08-07 14:30:27 +01:00
parent 68a4e363dd
commit 8d22b79ba4
3 changed files with 117 additions and 137 deletions

View File

@ -585,10 +585,10 @@ namespace OpenSim.Framework
public float dwell;
}
public class IEntityUpdate
public class EntityUpdate
{
private ISceneEntity m_entity;
private uint m_flags;
private PrimUpdateFlags m_flags;
private int m_updateTime;
public ISceneEntity Entity
@ -596,7 +596,7 @@ namespace OpenSim.Framework
get { return m_entity; }
}
public uint Flags
public PrimUpdateFlags Flags
{
get { return m_flags; }
}
@ -606,23 +606,31 @@ namespace OpenSim.Framework
get { return m_updateTime; }
}
public virtual void Update(IEntityUpdate update)
public virtual void Update(EntityUpdate update)
{
m_flags |= update.Flags;
PrimUpdateFlags updateFlags = update.Flags;
if(updateFlags.HasFlag(PrimUpdateFlags.CancelKill))
m_flags = PrimUpdateFlags.FullUpdate;
else if(m_flags.HasFlag(PrimUpdateFlags.Kill))
return;
else if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
m_flags = PrimUpdateFlags.Kill;
else
m_flags |= updateFlags;
// Use the older of the updates as the updateTime
if (Util.EnvironmentTickCountCompare(UpdateTime, update.UpdateTime) > 0)
m_updateTime = update.UpdateTime;
}
public IEntityUpdate(ISceneEntity entity, uint flags)
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
m_entity = entity;
m_flags = flags;
m_updateTime = Util.EnvironmentTickCount();
}
public IEntityUpdate(ISceneEntity entity, uint flags, Int32 updateTime)
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, Int32 updateTime)
{
m_entity = entity;
m_flags = flags;
@ -630,29 +638,6 @@ namespace OpenSim.Framework
}
}
public class EntityUpdate : IEntityUpdate
{
private float m_timeDilation;
public float TimeDilation
{
get { return m_timeDilation; }
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
: base(entity, (uint)flags)
{
// Flags = flags;
m_timeDilation = timedilation;
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation, Int32 updateTime)
: base(entity,(uint)flags,updateTime)
{
m_timeDilation = timedilation;
}
}
public class PlacesReplyData
{
public UUID OwnerID;
@ -701,9 +686,12 @@ namespace OpenSim.Framework
ExtraData = 1 << 20,
Sound = 1 << 21,
Joint = 1 << 22,
FullUpdate = UInt32.MaxValue
FullUpdate = 0x3fffffff,
CancelKill = 0x7fffffff,
Kill = 0x80000000
}
/* included in .net 4.0
public static class PrimUpdateFlagsExtensions
{
public static bool HasFlag(this PrimUpdateFlags updateFlags, PrimUpdateFlags flag)
@ -711,7 +699,7 @@ namespace OpenSim.Framework
return (updateFlags & flag) == flag;
}
}
*/
public interface IClientAPI
{
Vector3 StartPos { get; set; }

View File

@ -113,7 +113,7 @@ namespace OpenSim.Framework
/// <summary>
/// Enqueue an item into the specified priority queue
/// </summary>
public bool Enqueue(uint pqueue, IEntityUpdate value)
public bool Enqueue(uint pqueue, EntityUpdate value)
{
LookupItem lookup;
@ -154,7 +154,7 @@ namespace OpenSim.Framework
/// oldest item from the next queue in order to provide fair access to
/// all of the queues
/// </summary>
public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
// If there is anything in imediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
@ -212,7 +212,7 @@ namespace OpenSim.Framework
}
timeinqueue = 0;
value = default(IEntityUpdate);
value = default(EntityUpdate);
return false;
}
@ -270,8 +270,8 @@ namespace OpenSim.Framework
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private IEntityUpdate value;
internal IEntityUpdate Value {
private EntityUpdate value;
internal EntityUpdate Value {
get {
return this.value;
}
@ -307,7 +307,7 @@ namespace OpenSim.Framework
this.pqueue = pqueue;
}
internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;

View File

@ -3937,7 +3937,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags));
}
/// <summary>
@ -4006,12 +4006,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
// float avgTimeDilation = 0.0f;
IEntityUpdate iupdate;
EntityUpdate update;
Int32 timeinqueue; // this is just debugging code & can be dropped later
bool doCulling = m_scene.ObjectsCullingByDistance;
float cullingrange = 64.0f;
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
@ -4027,12 +4028,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
while (updatesThisCall < maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
break;
EntityUpdate update = (EntityUpdate)iupdate;
// avgTimeDilation += update.TimeDilation;
PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
{
m_killRecord.Add(update.Entity.LocalId);
continue;
}
if (update.Entity is SceneObjectPart)
{
@ -4156,11 +4162,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
@ -4319,17 +4324,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_killRecord.Clear();
}
if (kills.Count > 0)
{
foreach(SceneObjectGroup grp in kills)
{
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.Kill);
}
kills.Clear();
}
if(GroupsNeedFullUpdate.Count > 0)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
grp.ScheduleGroupForFullUpdate();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
lock(GroupsInView)
GroupsInView.Add(grp);
}
}
#endregion
}
// hack.. dont use
@ -4368,7 +4383,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
private bool CheckGroupsInViewBusy = false;
private bool CheckGroupsInViewOverRun = false;
public void CheckGroupsInView()
{
@ -4377,112 +4391,90 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return;
if(CheckGroupsInViewBusy)
return;
CheckGroupsInViewBusy = true;
float cullingrange = 64.0f;
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
{
CheckGroupsInViewOverRun = true;
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
return;
}
CheckGroupsInViewBusy = true;
do
HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase e in entities)
{
CheckGroupsInViewOverRun = false;
float cullingrange = 64.0f;
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
if(!IsActive)
return;
}
HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<uint> kills = new List<uint>();
int killedParst = 0;
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase e in entities)
if (e != null && e is SceneObjectGroup)
{
if(!IsActive)
return;
SceneObjectGroup grp = (SceneObjectGroup)e;
if(grp.IsDeleted || grp.IsAttachment)
continue;
if (e != null && e is SceneObjectGroup)
{
SceneObjectGroup grp = (SceneObjectGroup)e;
if(grp.IsDeleted || grp.IsAttachment)
continue;
float bradius = grp.GetBoundsRadius();
Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
float bradius = grp.GetBoundsRadius();
Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
// float dcam = (grppos - mycamera).LengthSquared();
float dpos = (grppos - mypos).LengthSquared();
float dpos = (grppos - mypos).LengthSquared();
// if(dcam < dpos)
// dpos = dcam;
dpos = (float)Math.Sqrt(dpos) - bradius;
dpos = (float)Math.Sqrt(dpos) - bradius;
bool inview;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
bool inview;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
if(dpos > cullingrange)
{
if(inview)
{
kills.Add(grp.LocalId);
killedParst += grp.PrimCount;
if (killedParst > 199 )
{
SendKillObject(kills);
kills.Clear();
killedParst = 0;
Thread.Sleep(50);
if(mysp != null && !mysp.IsDeleted)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
return;
}
}
}
}
else
{
if(!inview)
GroupsNeedFullUpdate.Add(grp);
NewGroupsInView.Add(grp);
}
if(dpos > cullingrange)
{
if(inview)
kills.Add(grp);
}
else
{
if(!inview)
GroupsNeedFullUpdate.Add(grp);
NewGroupsInView.Add(grp);
}
}
}
lock(GroupsInView)
GroupsInView = NewGroupsInView;
lock(GroupsInView)
GroupsInView = NewGroupsInView;
if (kills.Count > 0)
if (kills.Count > 0)
{
foreach(SceneObjectGroup grp in kills)
{
SendKillObject(kills);
kills.Clear();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.Kill);
}
kills.Clear();
}
if(GroupsNeedFullUpdate.Count > 0)
if(GroupsNeedFullUpdate.Count > 0)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
grp.ScheduleGroupForFullUpdate();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
}
} while(CheckGroupsInViewOverRun);
}
CheckGroupsInViewBusy = false;
}
@ -4670,13 +4662,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
private class ObjectPropertyUpdate : IEntityUpdate
private class ObjectPropertyUpdate : EntityUpdate
{
internal bool SendFamilyProps;
internal bool SendObjectProps;
public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity,flags)
: base(entity,(PrimUpdateFlags)flags)
{
SendFamilyProps = sendfam;
SendObjectProps = sendobj;
@ -4745,7 +4737,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
IEntityUpdate iupdate;
EntityUpdate iupdate;
Int32 timeinqueue; // this is just debugging code & can be dropped later
int updatesThisCall = 0;
@ -4849,11 +4841,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, PrimUpdateFlags requestFlags)
{
ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
block.RequestFlags = requestFlags;
block.RequestFlags = (uint)requestFlags;
block.ObjectID = sop.UUID;
if (sop.OwnerID == sop.GroupID)
block.OwnerID = UUID.Zero;