* Send an avatar update to other clients when an avatar rotates, as well as when it moves

* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
0.6.0-stable
Justin Clarke Casey 2008-10-14 20:28:34 +00:00
parent 7d6426f156
commit b70a285373
2 changed files with 25 additions and 4 deletions

View File

@ -2339,7 +2339,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
/// <summary>
///
/// Send a terse positional/rotation/velocity update about an avatar to the client. This avatar can be that of
/// the client itself.
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="timeDilation"></param>
@ -2352,6 +2353,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
rotation = Quaternion.Identity;
//m_log.DebugFormat("[CLIENT]: Sending rotation {0} for {1} to {2}", rotation, localID, Name);
ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock =
CreateAvatarImprovedBlock(localID, position, velocity, rotation);
ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);

View File

@ -142,7 +142,16 @@ namespace OpenSim.Region.Environment.Scenes
protected ulong crossingFromRegion = 0;
private readonly Vector3[] Dir_Vectors = new Vector3[6];
/// <value>
/// The avatar position last sent to clients
/// </value>
private Vector3 lastPhysPos = Vector3.Zero;
/// <value>
/// The avatar body rotation last sent to clients
/// </value>
private Quaternion lastPhysRot = Quaternion.Identity;
// Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter = Vector3.Zero;
@ -1581,7 +1590,9 @@ namespace OpenSim.Region.Environment.Scenes
m_updateCount = 0;
}
}
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02)
|| (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)
|| lastPhysRot != m_bodyRot)
{
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
// doing the above assures us that we know what we sent the clients last
@ -1628,6 +1639,7 @@ namespace OpenSim.Region.Environment.Scenes
m_lastVelocity = m_velocity;
lastPhysPos = AbsolutePosition;
lastPhysRot = m_bodyRot;
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
@ -2540,7 +2552,10 @@ namespace OpenSim.Region.Environment.Scenes
(float)info.GetValue("lastPhysPos.X", typeof(float)),
(float)info.GetValue("lastPhysPos.Y", typeof(float)),
(float)info.GetValue("lastPhysPos.Z", typeof(float)));
// Possibly we should store lastPhysRot. But there may well be not much point since rotation changes
// wouldn't carry us across borders anyway
m_CameraCenter
= new Vector3(
(float)info.GetValue("m_CameraCenter.X", typeof(float)),
@ -2686,7 +2701,10 @@ namespace OpenSim.Region.Environment.Scenes
// Vector3
info.AddValue("lastPhysPos.X", lastPhysPos.X);
info.AddValue("lastPhysPos.Y", lastPhysPos.Y);
info.AddValue("lastPhysPos.Z", lastPhysPos.Z);
info.AddValue("lastPhysPos.Z", lastPhysPos.Z);
// Possibly we should retrieve lastPhysRot. But there may well be not much point since rotation changes
// wouldn't carry us across borders anyway
// Vector3
info.AddValue("m_CameraCenter.X", m_CameraCenter.X);