Change land packet sending back to what the careminster release used
to use, remove the silly spiral stuff. Revert to double packets for improved user experienceavinationmerge
parent
a49c524c9e
commit
b9546d12f2
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@ -785,6 +785,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public virtual void SendLayerData(float[] map)
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{
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Util.FireAndForget(DoSendLayerData, map);
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// Send it sync, and async. It's not that much data
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// and it improves user experience just so much!
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DoSendLayerData(map);
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}
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/// <summary>
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@ -797,16 +801,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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try
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{
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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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// {
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// SendLayerData(x, y, map);
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// }
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//}
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// Send LayerData in a spiral pattern. Fun!
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SendLayerTopRight(map, 0, 0, 15, 15);
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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+=4)
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{
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SendLayerPacket(x, y, map);
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}
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}
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}
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catch (Exception e)
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{
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@ -814,51 +815,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
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{
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// Row
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for (int i = x1; i <= x2; i++)
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SendLayerData(i, y1, map);
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// Column
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for (int j = y1 + 1; j <= y2; j++)
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SendLayerData(x2, j, map);
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if (x2 - x1 > 0)
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SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
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}
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void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
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{
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// Row in reverse
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for (int i = x2; i >= x1; i--)
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SendLayerData(i, y2, map);
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// Column in reverse
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for (int j = y2 - 1; j >= y1; j--)
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SendLayerData(x1, j, map);
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if (x2 - x1 > 0)
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SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
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}
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/// <summary>
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/// Sends a set of four patches (x, x+1, ..., x+3) to the client
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/// </summary>
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/// <param name="map">heightmap</param>
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/// <param name="px">X coordinate for patches 0..12</param>
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/// <param name="py">Y coordinate for patches 0..15</param>
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// private void SendLayerPacket(float[] map, int y, int x)
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// {
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// int[] patches = new int[4];
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// patches[0] = x + 0 + y * 16;
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// patches[1] = x + 1 + y * 16;
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// patches[2] = x + 2 + y * 16;
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// patches[3] = x + 3 + y * 16;
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private void SendLayerPacket(int x, int y, float[] map)
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{
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int[] patches = new int[4];
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patches[0] = x + 0 + y * 16;
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patches[1] = x + 1 + y * 16;
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patches[2] = x + 2 + y * 16;
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patches[3] = x + 3 + y * 16;
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// Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches);
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// OutPacket(layerpack, ThrottleOutPacketType.Land);
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// }
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float[] heightmap = (map.Length == 65536) ?
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map :
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LLHeightFieldMoronize(map);
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try
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{
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Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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}
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catch
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{
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for (int px = x ; px < x + 4 ; px++)
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SendLayerData(px, y, map);
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}
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}
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/// <summary>
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/// Sends a specified patch to a client
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