on entities updates throttles vectors needed to be compared as vectors, not just their norms
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63e3fc21ef
commit
9dbcb4e5f6
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@ -369,9 +369,9 @@ namespace OpenSim.Region.Framework.Scenes
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protected Vector3 m_lastPosition;
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protected Quaternion m_lastRotation;
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protected Vector3 m_lastVelocity;
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protected Vector3 m_lastAcceleration;
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protected Vector3 m_lastAcceleration; // acceleration is a derived var with high noise
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protected Vector3 m_lastAngularVelocity;
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protected int m_lastUpdateSentTime;
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protected double m_lastUpdateSentTime;
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protected float m_buoyancy = 0.0f;
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protected Vector3 m_force;
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protected Vector3 m_torque;
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@ -2875,7 +2875,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void PhysicsCollision(EventArgs e)
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{
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if (ParentGroup.Scene == null || ParentGroup.IsDeleted)
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if (ParentGroup.Scene == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
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return;
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// this a thread from physics ( heartbeat )
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@ -3331,7 +3331,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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m_lastVelocity = Velocity;
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Environment.TickCount;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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@ -3350,7 +3350,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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m_lastVelocity = Velocity;
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Environment.TickCount;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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if (ParentGroup.IsAttachment)
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{
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@ -3396,31 +3396,122 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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/// <summary>
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/// Tell all the prims which have had updates scheduled
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/// </summary>
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public void SendScheduledUpdates()
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{
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const float ROTATION_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.001f;
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const float VELOCITY_TOLERANCE = 0.1f; // terse update vel has low resolution
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const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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const double TIME_MS_TOLERANCE = 200f; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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switch (UpdateFlag)
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{
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// this is wrong we need to get back to this
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case UpdateRequired.TERSE:
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{
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ClearUpdateSchedule();
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// Throw away duplicate or insignificant updates
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if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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!Acceleration.Equals(m_lastAcceleration) ||
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!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
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!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
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!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
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bool needupdate = true;
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double now = Util.GetTimeStampMS();
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Vector3 curvel = Velocity;
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Vector3 curacc = Acceleration;
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Vector3 angvel = AngularVelocity;
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while(true) // just to avoid ugly goto
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{
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SendTerseUpdateToAllClientsInternal();
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double elapsed = now - m_lastUpdateSentTime;
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// minimal rate also for the other things on terse updates
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if (elapsed > TIME_MS_TOLERANCE)
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break;
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if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
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break;
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// velocity change is also direction not only norm)
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if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
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break;
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float vx = Math.Abs(curvel.X);
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if(vx > 128.0)
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break;
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float vy = Math.Abs(curvel.Y);
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if(vy > 128.0)
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break;
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float vz = Math.Abs(curvel.Z);
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if(vz > 128.0)
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break;
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if (
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vx < VELOCITY_TOLERANCE &&
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vy < VELOCITY_TOLERANCE &&
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vz < VELOCITY_TOLERANCE
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)
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{
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if(!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
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break;
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if (vx < 1e-4 &&
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vy < 1e-4 &&
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vz < 1e-4 &&
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(
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Math.Abs(m_lastVelocity.X) > 1e-4 ||
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Math.Abs(m_lastVelocity.Y) > 1e-4 ||
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Math.Abs(m_lastVelocity.Z) > 1e-4
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))
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break;
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}
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if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
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Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
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Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
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break;
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// viewer interpolators have a limit of 128m/s
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float ax = Math.Abs(angvel.X);
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if(ax > 64.0)
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break;
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float ay = Math.Abs(angvel.Y);
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if(ay > 64.0)
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break;
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float az = Math.Abs(angvel.Z);
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if(az > 64.0)
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break;
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if (
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ax < VELOCITY_TOLERANCE &&
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ay < VELOCITY_TOLERANCE &&
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az < VELOCITY_TOLERANCE &&
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!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
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)
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break;
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needupdate = false;
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break;
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}
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if(needupdate)
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{
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// Update the "last" values
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m_lastPosition = OffsetPosition;
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m_lastRotation = RotationOffset;
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m_lastVelocity = curvel;
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m_lastAcceleration = curacc;
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m_lastAngularVelocity = angvel;
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m_lastUpdateSentTime = now;
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ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
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{
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SendTerseUpdateToClient(client);
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});
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}
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break;
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}
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@ -3442,13 +3533,15 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (ParentGroup == null || ParentGroup.Scene == null)
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return;
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ClearUpdateSchedule();
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// Update the "last" values
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m_lastPosition = OffsetPosition;
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m_lastRotation = RotationOffset;
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m_lastVelocity = Velocity;
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Environment.TickCount;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
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{
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@ -3461,13 +3554,15 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (ParentGroup == null || ParentGroup.Scene == null)
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return;
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ClearUpdateSchedule();
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// Update the "last" values
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m_lastPosition = OffsetPosition;
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m_lastRotation = RotationOffset;
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m_lastVelocity = Velocity;
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = AngularVelocity;
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m_lastUpdateSentTime = Environment.TickCount;
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m_lastUpdateSentTime = Util.GetTimeStampMS();
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if (ParentGroup.IsAttachment)
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{
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@ -3789,17 +3789,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Send terse position update if not sitting and position, velocity, or rotation
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// has changed significantly from last sent update
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if (!IsSatOnObject && (
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!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
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|| !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
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|| !m_pos.ApproxEquals(m_lastPosition, POSITION_LARGETOLERANCE)
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// if velocity is zero and it wasn't zero last time, send the update
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|| (Velocity == Vector3.Zero && m_lastVelocity != Vector3.Zero)
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// if position has moved just a little and velocity is very low, send the update
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|| (!m_pos.ApproxEquals(m_lastPosition, POSITION_SMALLTOLERANCE) && Velocity.LengthSquared() < LOWVELOCITYSQ )
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) )
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{
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/*
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if (!IsSatOnObject)
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{
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// this does need to be more complex later
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@ -3813,6 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
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Math.Abs(m_bodyRot.Y - m_lastRotation.Y) > ROTATION_TOLERANCE ||
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Math.Abs(m_bodyRot.Z - m_lastRotation.Z) > ROTATION_TOLERANCE ||
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(vel == Vector3.Zero && m_lastVelocity != Vector3.Zero) ||
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Math.Abs(dpos.X) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE ||
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Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE ||
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@ -3823,9 +3813,8 @@ namespace OpenSim.Region.Framework.Scenes
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&& vel.LengthSquared() < LOWVELOCITYSQ
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))
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{
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*/
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SendTerseUpdateToAllClients();
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// }
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}
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}
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CheckForSignificantMovement();
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}
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