move wind generation out of heartbeat to a pool job. Use that to send to all clients and not one per client
parent
7201352074
commit
984cb38583
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@ -103,7 +103,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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}
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}
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public void WindUpdate(uint frame)
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public bool WindUpdate(uint frame)
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{
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double avgAng = m_avgDirection * (Math.PI/180.0f);
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double varDir = m_varDirection * (Math.PI/180.0f);
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@ -126,9 +126,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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double windSpeed = m_avgStrength + (m_varStrength * offset);
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if (windSpeed < 0)
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windSpeed=0;
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windSpeed = -windSpeed;
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m_curPredominateWind.X = (float)Math.Cos(windDir);
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m_curPredominateWind.Y = (float)Math.Sin(windDir);
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@ -144,6 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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m_windSpeeds[y * 16 + x] = m_curPredominateWind;
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}
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}
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return true;
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}
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public Vector3 WindSpeed(float fX, float fY, float fZ)
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@ -82,11 +82,12 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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}
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}
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public void WindUpdate(uint frame)
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public bool WindUpdate(uint frame)
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{
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//Make sure our object is valid (we haven't been disposed of yet)
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if (m_windSpeeds != null)
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{
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if (m_windSpeeds == null)
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return false;
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x++)
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@ -97,7 +98,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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m_windSpeeds[y * 16 + x].Y *= m_strength;
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}
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}
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}
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return true;
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}
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public Vector3 WindSpeed(float fX, float fY, float fZ)
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@ -51,6 +51,7 @@ namespace OpenSim.Region.CoreModules
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//private Random m_rndnums = new Random(Environment.TickCount);
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private Scene m_scene = null;
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private bool m_ready = false;
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private bool m_inUpdate = false;
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private bool m_enabled = false;
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private IConfig m_windConfig;
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@ -160,7 +161,7 @@ namespace OpenSim.Region.CoreModules
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m_scene.RegisterModuleInterface<IWindModule>(this);
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// Generate initial wind values
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GenWindPos();
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GenWind();
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// Mark Module Ready for duty
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m_ready = true;
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@ -416,41 +417,36 @@ namespace OpenSim.Region.CoreModules
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/// </summary>
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public void WindUpdate()
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{
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if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready)
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{
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if ((!m_ready || m_inUpdate || (m_frame++ % m_frameUpdateRate) != 0))
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return;
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m_inUpdate = true;
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Util.FireAndForget(delegate
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{
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try
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{
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if(GenWind())
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windSpeeds = m_activeWindPlugin.WindLLClientArray();
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m_scene.ForEachRootClient(delegate(IClientAPI client)
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{
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client.SendWindData(windSpeeds);
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});
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}
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GenWindPos();
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SendWindAllClients();
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finally
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{
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m_inUpdate = false;
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}
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},
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null, "WindModuleUpdate");
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}
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/*
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public void OnAgentEnteredRegion(ScenePresence avatar)
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{
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if (m_ready)
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{
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if (m_activeWindPlugin != null)
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{
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// Ask wind plugin to generate a LL wind array to be cached locally
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// Try not to update this too often, as it may involve array copies
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if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
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{
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windSpeeds = m_activeWindPlugin.WindLLClientArray();
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m_frameLastUpdateClientArray = m_frame;
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}
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}
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avatar.ControllingClient.SendWindData(windSpeeds);
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}
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}
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*/
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private void SendWindAllClients()
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{
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if (m_ready)
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{
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if (m_scene.GetRootAgentCount() > 0)
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{
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if (!m_ready || m_scene.GetRootAgentCount() == 0)
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return;
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// Ask wind plugin to generate a LL wind array to be cached locally
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// Try not to update this too often, as it may involve array copies
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if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
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@ -464,19 +460,20 @@ namespace OpenSim.Region.CoreModules
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client.SendWindData(windSpeeds);
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});
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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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/// Calculate the sun's orbital position and its velocity.
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/// Calculate new wind
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/// returns false if no change
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/// </summary>
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private void GenWindPos()
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private bool GenWind()
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{
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if (m_activeWindPlugin != null)
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{
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// Tell Wind Plugin to update it's wind data
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m_activeWindPlugin.WindUpdate(m_frame);
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}
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return m_activeWindPlugin.WindUpdate(m_frame);
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}
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return false;
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}
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}
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}
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@ -53,7 +53,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Update wind.
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/// </summary>
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void WindUpdate(uint frame);
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bool WindUpdate(uint frame);
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/// <summary>
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/// Returns the wind vector at the given local region coordinates.
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