Filter certain viewer effects depending on distance between the avatar that is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)

cpu-performance
Diva Canto 2013-07-20 15:42:01 -07:00
parent 340abd1110
commit 95b248e9e5
1 changed files with 25 additions and 7 deletions

View File

@ -390,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
{
// TODO: don't create new blocks if recycling an old packet
bool discardableEffects = true;
ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
for (int i = 0; i < args.Count; i++)
{
@ -401,15 +402,32 @@ namespace OpenSim.Region.Framework.Scenes
effect.Type = args[i].Type;
effect.TypeData = args[i].TypeData;
effectBlockArray[i] = effect;
if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam)
discardableEffects = false;
//m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type);
}
ForEachClient(
delegate(IClientAPI client)
ForEachScenePresence(sp =>
{
if (client.AgentId != remoteClient.AgentId)
client.SendViewerEffect(effectBlockArray);
}
);
if (sp.ControllingClient.AgentId != remoteClient.AgentId)
{
if (!discardableEffects ||
(discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp)))
{
//m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID);
sp.ControllingClient.SendViewerEffect(effectBlockArray);
}
//else
// m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID);
}
});
}
private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
{
return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
}
/// <summary>