direct encode lludp terse object update, let contain texture entry
parent
9da1ca2b44
commit
ca1993c72d
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@ -671,7 +671,6 @@ namespace OpenSim.Framework
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Particles = 1 << 19,
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ExtraData = 1 << 20,
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Sound = 1 << 21,
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Joint = 1 << 22,
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TerseUpdate = Position | Rotation | Velocity | Acceleration | AngularVelocity,
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FullUpdate = 0x00ffffff,
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@ -4120,10 +4120,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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float cullingrange = 64.0f;
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Vector3 mypos = Vector3.Zero;
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bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
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//bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
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bool orderedDequeue = false; // temporary off
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HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
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if (doCulling)
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{
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cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
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@ -4304,7 +4306,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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PrimUpdateFlags.Velocity |
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PrimUpdateFlags.Acceleration |
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PrimUpdateFlags.AngularVelocity |
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PrimUpdateFlags.CollisionPlane
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PrimUpdateFlags.CollisionPlane |
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PrimUpdateFlags.Textures
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);
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#endregion UpdateFlags to packet type conversion
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@ -4347,7 +4350,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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maxUpdatesBytes -= 18;
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}
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terseUpdates.Add(update);
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maxUpdatesBytes -= 47; // no texture entry
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maxUpdatesBytes -= 47;
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if ((updateFlags & PrimUpdateFlags.Textures) != 0)
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maxUpdatesBytes -= 100; // aprox
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}
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}
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else
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@ -4390,7 +4395,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UDPPacketBuffer buf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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//setup header and regioninfo block
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Array.Copy(terseUpdateHeader, buf.Data, 7);
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Buffer.BlockCopy(terseUpdateHeader, 0, buf.Data, 0, 7);
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Utils.UInt64ToBytesSafepos(m_scene.RegionInfo.RegionHandle, buf.Data, 7);
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Utils.UInt16ToBytes(timeDilation, buf.Data, 15);
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buf.Data[17] = (byte)curNBlocks;
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@ -4399,7 +4404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int count = 0;
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foreach (EntityUpdate eu in terseAgentUpdates)
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{
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CreateImprovedTerseBlock(eu.Entity, buf.Data, ref pos);
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CreateImprovedTerseBlock(eu.Entity, buf.Data, ref pos, false);
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tau.Add(eu);
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++count;
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--blocks;
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@ -4407,7 +4412,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// we need more packets
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UDPPacketBuffer newbuf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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Array.Copy(buf.Data, newbuf.Data, 17); // start is the same
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Buffer.BlockCopy(buf.Data, 0, newbuf.Data, 0, 17); // start is the same
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buf.DataLength = pos;
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Unknown,
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@ -4455,49 +4460,57 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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*/
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if (terseUpdates != null)
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{
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const int maxNBlocks = (LLUDPServer.MTU - 18) / 47; // no texture entry
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int blocks = terseUpdates.Count;
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int curNBlocks = blocks > maxNBlocks ? maxNBlocks : blocks;
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List<EntityUpdate> tau = new List<EntityUpdate>(curNBlocks);
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List<EntityUpdate> tau = new List<EntityUpdate>(30);
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UDPPacketBuffer buf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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//setup header and regioninfo block
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Array.Copy(terseUpdateHeader, buf.Data, 7);
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Buffer.BlockCopy(terseUpdateHeader, 0, buf.Data, 0, 7);
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Utils.UInt64ToBytesSafepos(m_scene.RegionInfo.RegionHandle, buf.Data, 7);
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Utils.UInt16ToBytes(timeDilation, buf.Data, 15);
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buf.Data[17] = (byte)curNBlocks;
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int pos = 18;
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int lastpos = 0;
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int count = 0;
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foreach (EntityUpdate eu in terseUpdates)
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{
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CreateImprovedTerseBlock(eu.Entity, buf.Data, ref pos);
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tau.Add(eu);
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++count;
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--blocks;
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if (count == curNBlocks && blocks > 0)
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lastpos = pos;
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CreateImprovedTerseBlock(eu.Entity, buf.Data, ref pos, (eu.Flags & PrimUpdateFlags.Textures) != 0);
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if (pos <= LLUDPServer.MTU)
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{
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tau.Add(eu);
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++count;
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--blocks;
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}
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else if (blocks > 0)
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{
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// we need more packets
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UDPPacketBuffer newbuf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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Array.Copy(buf.Data, newbuf.Data, 17); // start is the same
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Buffer.BlockCopy(buf.Data, 0, newbuf.Data, 0, 17); // start is the same
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// copy what we done in excess
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int extralen = pos - lastpos;
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if(extralen > 0)
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Buffer.BlockCopy(newbuf.Data, 18, buf.Data, lastpos, extralen);
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buf.DataLength = pos;
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pos = 18 + extralen;
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buf.Data[17] = (byte)count;
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buf.DataLength = lastpos;
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task,
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delegate (OutgoingPacket oPacket) { ResendPrimUpdates(tau, oPacket); }, false);
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curNBlocks = blocks > maxNBlocks ? maxNBlocks : blocks;
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tau = new List<EntityUpdate>(curNBlocks);
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count = 0;
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tau = new List<EntityUpdate>(30);
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tau.Add(eu);
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count = 1;
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--blocks;
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buf = newbuf;
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buf.Data[17] = (byte)curNBlocks;
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pos = 18;
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}
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}
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if (count > 0)
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{
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buf.Data[17] = (byte)count;
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buf.DataLength = pos;
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task,
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delegate (OutgoingPacket oPacket) { ResendPrimUpdates(tau, oPacket); }, false);
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@ -5720,7 +5733,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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protected void CreateImprovedTerseBlock(ISceneEntity entity, byte[] data, ref int pos)
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protected void CreateImprovedTerseBlock(ISceneEntity entity, byte[] data, ref int pos, bool includeTexture)
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{
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#region ScenePresence/SOP Handling
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@ -5731,6 +5744,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Vector3 position, velocity, acceleration, angularVelocity;
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Quaternion rotation;
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byte datasize;
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byte[] te = null;
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if (avatar)
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{
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@ -5775,6 +5789,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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rotation = part.RotationOffset;
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datasize = 44;
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if(includeTexture)
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te = part.Shape.TextureEntry;
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}
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#endregion ScenePresence/SOP Handling
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@ -5785,8 +5801,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Utils.UIntToBytes(localID, data, pos);
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pos += 4;
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// Avatar/CollisionPlane
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data[pos++] = (byte)attachPoint;
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// Avatar/CollisionPlane
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if (avatar)
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{
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data[pos++] = 1;
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@ -5831,9 +5848,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Utils.FloatToUInt16Bytes(angularVelocity.Z, 64.0f, data, pos); pos += 2;
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// texture entry block size
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data[pos++] = 0;
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data[pos++] = 0;
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// total size 63 or 47
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if(te == null)
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{
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data[pos++] = 0;
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data[pos++] = 0;
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}
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else
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{
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int len = te.Length & 0x7fff;
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int totlen = len + 4;
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data[pos++] = (byte)totlen;
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data[pos++] = (byte)(totlen >> 8);
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data[pos++] = (byte)len; // wtf ???
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data[pos++] = (byte)(len >> 8);
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data[pos++] = 0;
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data[pos++] = 0;
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Buffer.BlockCopy(te, 0, data, pos, len);
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pos += len;
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}
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// total size 63 or 47 + (texture size + 4)
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}
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protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
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@ -3242,8 +3242,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.Scene.GetNumberOfClients() == 0)
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return;
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ParentGroup.QueueForUpdateCheck();
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bool isfull = false;
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if (ParentGroup.IsAttachment)
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{
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@ -3254,6 +3252,8 @@ namespace OpenSim.Region.Framework.Scenes
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lock (UpdateFlagLock)
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UpdateFlag |= update;
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ParentGroup.QueueForUpdateCheck();
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, isfull);
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}
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@ -5133,8 +5133,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_shape.TextureEntry = newTex.GetBytes();
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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ScheduleUpdate(PrimUpdateFlags.Textures);
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}
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/// <summary>
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@ -5163,7 +5162,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_shape.TextureEntry = newTex.GetBytes();
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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ScheduleUpdate(PrimUpdateFlags.Textures);
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}
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internal void UpdatePhysicsSubscribedEvents()
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@ -5575,20 +5574,26 @@ namespace OpenSim.Region.Framework.Scenes
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// handle osVolumeDetect
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public void ScriptSetVolumeDetect(bool makeVolumeDetect)
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{
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if(ParentGroup.IsDeleted)
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return;
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if(_parentID == 0)
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{
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// if root prim do it via SOG
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// if root prim do it is like llVolumeDetect
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ParentGroup.ScriptSetVolumeDetect(makeVolumeDetect);
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return;
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}
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bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
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bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
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bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
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if(ParentGroup.IsVolumeDetect)
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return; // entire linkset is phantom already
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bool wasUsingPhysics = ParentGroup.UsesPhysics;
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bool wasTemporary = ParentGroup.IsTemporary;
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bool wasPhantom = ParentGroup.IsPhantom;
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if(PhysActor != null)
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PhysActor.Building = true;
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UpdatePrimFlags(wasUsingPhysics,wasTemporary,wasPhantom,makeVolumeDetect,false);
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UpdatePrimFlags(wasUsingPhysics, wasTemporary, wasPhantom, makeVolumeDetect, false);
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}
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protected static int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
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