Merge branch 'master' into caps

bulletsim
Diva Canto 2011-05-04 07:31:32 -07:00
commit a0f3b23065
1 changed files with 21 additions and 5 deletions

View File

@ -2395,6 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes
// vars to support reduced update frequency when velocity is unchanged // vars to support reduced update frequency when velocity is unchanged
private Vector3 lastVelocitySentToAllClients = Vector3.Zero; private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
private Vector3 lastPositionSentToAllClients = Vector3.Zero;
private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount(); private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount();
/// <summary> /// <summary>
@ -2404,14 +2405,29 @@ namespace OpenSim.Region.Framework.Scenes
{ {
int currentTick = Util.EnvironmentTickCount(); int currentTick = Util.EnvironmentTickCount();
// decrease update frequency when avatar is moving but velocity is not changing // Decrease update frequency when avatar is moving but velocity is
if (m_velocity.Length() < 0.01f // not changing.
|| Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f // If there is a mismatch between distance travelled and expected
|| currentTick - lastTerseUpdateToAllClientsTick > 1500) // distance based on last velocity sent and velocity hasnt changed,
// then send a new terse update
float timeSinceLastUpdate = (currentTick - lastTerseUpdateToAllClientsTick) * 0.001f;
Vector3 expectedPosition = lastPositionSentToAllClients + lastVelocitySentToAllClients * timeSinceLastUpdate;
float distanceError = Vector3.Distance(OffsetPosition, expectedPosition);
float speed = Velocity.Length();
float velocidyDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity);
if (speed < 0.01f // allow rotation updates if avatar position is unchanged
|| Math.Abs(distanceError) > 0.25f // arbitrary distance error threshold
|| velocidyDiff > 0.01f) // did velocity change from last update?
{ {
m_perfMonMS = currentTick; m_perfMonMS = currentTick;
lastVelocitySentToAllClients = m_velocity; lastVelocitySentToAllClients = Velocity;
lastTerseUpdateToAllClientsTick = currentTick; lastTerseUpdateToAllClientsTick = currentTick;
lastPositionSentToAllClients = OffsetPosition;
m_scene.ForEachClient(SendTerseUpdateToClient); m_scene.ForEachClient(SendTerseUpdateToClient);