Merge branch 'ubitworkmaster'
commit
b96f951a6a
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@ -856,6 +856,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
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{
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m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
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m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
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mov.SimData.ChannelVersion = m_channelVersion;
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mov.AgentData.SessionID = m_sessionId;
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@ -5734,7 +5737,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Scene/Avatar
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// Threshold for body rotation to be a significant agent update
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private const float QDELTA = 0.000001f;
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// use the abs of cos
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private const float QDELTABody = 1.0f - 0.0001f;
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private const float QDELTAHead = 1.0f - 0.0001f;
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// Threshold for camera rotation to be a significant agent update
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private const float VDELTA = 0.01f;
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@ -5757,18 +5762,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
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//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
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float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
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//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
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bool movementSignificant =
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(qdelta1 > QDELTA) // significant if body rotation above threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold
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|| (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
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|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
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|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
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;
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//if (movementSignificant)
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//{
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@ -5811,55 +5816,63 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return cameraSignificant;
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}
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private bool HandleAgentUpdate(IClientAPI sener, Packet packet)
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{
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private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
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{
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// We got here, which means that something in agent update was significant
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
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if (x.AgentID != AgentId || x.SessionID != SessionId)
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{
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PacketPool.Instance.ReturnPacket(packet);
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return false;
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}
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TotalAgentUpdates++;
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// Before we update the current m_thisAgentUpdateArgs, let's check this again
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// to see what exactly changed
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bool movement = CheckAgentMovementUpdateSignificance(x);
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bool camera = CheckAgentCameraUpdateSignificance(x);
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m_thisAgentUpdateArgs.AgentID = x.AgentID;
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m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_thisAgentUpdateArgs.Far = x.Far;
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m_thisAgentUpdateArgs.Flags = x.Flags;
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m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
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m_thisAgentUpdateArgs.SessionID = x.SessionID;
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m_thisAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
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UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate;
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// Was there a significant movement/state change?
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if (movement)
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{
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m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_thisAgentUpdateArgs.Far = x.Far;
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m_thisAgentUpdateArgs.Flags = x.Flags;
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m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
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// m_thisAgentUpdateArgs.SessionID = x.SessionID;
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m_thisAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
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if (handlerPreAgentUpdate != null)
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OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
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if (handlerAgentUpdate != null)
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OnAgentUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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}
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// Was there a significant camera(s) change?
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if (camera)
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{
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m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate;
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if (handlerAgentCameraUpdate != null)
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handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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handlerAgentCameraUpdate = null;
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handlerAgentCameraUpdate = null;
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}
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PacketPool.Instance.ReturnPacket(packet);
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@ -6745,8 +6758,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return true;
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}
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private bool HandleCompleteAgentMovement(IClientAPI sender, Packet Pack)
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private bool HandleCompleteAgentMovement(IClientAPI sender, Packet Pack)
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{
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m_log.DebugFormat("[LLClientView] HandleCompleteAgentMovement");
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Action<IClientAPI, bool> handlerCompleteMovementToRegion = OnCompleteMovementToRegion;
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if (handlerCompleteMovementToRegion != null)
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{
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@ -731,7 +731,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"debug lludp status",
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"Return status of LLUDP packet processing.",
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HandleStatusCommand);
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/* disabled
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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@ -739,6 +739,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"debug lludp toggle agentupdate",
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"Toggle whether agentupdate packets are processed or simply discarded.",
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HandleAgentUpdateCommand);
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*/
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}
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private void HandlePacketCommand(string module, string[] args)
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@ -1421,6 +1422,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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}
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/*
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else if (packet.Type == PacketType.CompleteAgentMovement)
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{
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// Send ack straight away to let the viewer know that we got it.
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@ -1434,6 +1436,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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}
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*/
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}
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// Determine which agent this packet came from
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@ -1553,24 +1556,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
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#endregion BinaryStats
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if (packet.Type == PacketType.AgentUpdate)
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{
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if (m_discardAgentUpdates)
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return;
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((LLClientView)client).TotalAgentUpdates++;
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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LLClientView llClient = client as LLClientView;
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if (agentUpdate.AgentData.SessionID != client.SessionId
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|| agentUpdate.AgentData.AgentID != client.AgentId
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|| !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) )
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{
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PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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}
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// AgentUpdate mess removed from here
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#region Ping Check Handling
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@ -1611,11 +1597,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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incomingPacket = new IncomingPacket((LLClientView)client, packet);
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}
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if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
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incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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// if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
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// incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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if (incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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packetInbox.EnqueueHigh(incomingPacket);
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else
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packetInbox.EnqueueLow(incomingPacket);
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}
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#region BinaryStats
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@ -1732,7 +1720,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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try
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{
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// DateTime startTime = DateTime.Now;
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// DateTime startTime = DateTime.Now;
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object[] array = (object[])o;
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endPoint = (IPEndPoint)array[0];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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@ -1752,9 +1740,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uccp.CircuitCode.SessionID,
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endPoint,
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sessionInfo);
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// Now we know we can handle more data
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// Thread.Sleep(200);
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Thread.Sleep(200);
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// Obtain the pending queue and remove it from the cache
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Queue<UDPPacketBuffer> queue = null;
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@ -1765,6 +1753,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
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return;
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}
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m_pendingCache.Remove(endPoint);
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}
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@ -1772,11 +1761,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
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// Reinject queued packets
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while(queue.Count > 0)
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while (queue.Count > 0)
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{
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UDPPacketBuffer buf = queue.Dequeue();
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PacketReceived(buf);
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}
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queue = null;
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// Send ack straight away to let the viewer know that the connection is active.
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@ -1802,8 +1792,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
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lock (m_pendingCache)
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m_pendingCache.Remove(endPoint);
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}
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}
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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@ -1820,8 +1809,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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e.StackTrace);
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}
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}
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private void HandleCompleteMovementIntoRegion(object o)
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/*
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private void HandleCompleteMovementIntoRegion(object o)
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{
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IPEndPoint endPoint = null;
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IClientAPI client = null;
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@ -1930,6 +1919,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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e.StackTrace);
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}
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}
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*/
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/// <summary>
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/// Send an ack immediately to the given endpoint.
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@ -2067,7 +2057,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_incomingPacketPool.ReturnObject(incomingPacket);
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}
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}
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catch (Exception ex)
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catch(Exception ex)
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{
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m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
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}
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