Manage AgentUpdates more sanely:

- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
TeleportWork
Diva Canto 2013-07-20 12:20:35 -07:00
parent 174105ad02
commit d5a1779465
6 changed files with 181 additions and 144 deletions

View File

@ -825,6 +825,8 @@ namespace OpenSim.Framework
/// </remarks>
event UpdateAgent OnAgentUpdate;
event UpdateAgent OnAgentCameraUpdate;
event AgentRequestSit OnAgentRequestSit;
event AgentSit OnAgentSit;
event AvatarPickerRequest OnAvatarPickerRequest;

View File

@ -96,6 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
public event UpdateAgent OnPreAgentUpdate;
public event UpdateAgent OnAgentUpdate;
public event UpdateAgent OnAgentCameraUpdate;
public event AgentRequestSit OnAgentRequestSit;
public event AgentSit OnAgentSit;
public event AvatarPickerRequest OnAvatarPickerRequest;
@ -357,9 +358,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// This does mean that agent updates must be processed synchronously, at least for each client, and called methods
/// cannot retain a reference to it outside of that method.
/// </remarks>
private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs();
private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs();
private float qdelta1;
private float qdelta2;
private float vdelta1;
private float vdelta2;
private float vdelta3;
private float vdelta4;
protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@ -5571,57 +5576,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Scene/Avatar
private const float QDELTA = 0.01f;
private const float VDELTA = 0.01f;
/// <summary>
/// This checks the update significance against the last update made.
/// </summary>
/// <remarks>Can only be called by one thread at a time</remarks>
/// <returns>/returns>
/// <returns></returns>
/// <param name='x'></param>
public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
{
// These should be ordered from most-likely to
// least likely to change. I've made an initial
// guess at that.
return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x);
}
/// <summary>
/// This checks the movement/state update significance against the last update made.
/// </summary>
/// <remarks>Can only be called by one thread at a time</remarks>
/// <returns></returns>
/// <param name='x'></param>
public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
{
qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
if (
/* These 4 are the worst offenders! We should consider ignoring most of them.
(qdelta1 > QDELTA) ||
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
//(qdelta2 > QDELTA * 10) ||
(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) ||
(x.Far != m_thisAgentUpdateArgs.Far) ||
(x.Flags != m_thisAgentUpdateArgs.Flags) ||
(x.State != m_thisAgentUpdateArgs.State)
)
{
//m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
// qdelta1, qdelta2);
//m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})",
// x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name);
return true;
}
return false;
}
/// <summary>
/// This checks the camera update significance against the last update made.
/// </summary>
/// <remarks>Can only be called by one thread at a time</remarks>
/// <returns></returns>
/// <param name='x'></param>
public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
{
vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
if (
/* These 4 are the worst offenders!
* With Singularity, there is a bug where sometimes the spam on these doesn't stop */
(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
/* */
(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
(x.Far != m_lastAgentUpdateArgs.Far) ||
(x.Flags != m_lastAgentUpdateArgs.Flags) ||
(x.State != m_lastAgentUpdateArgs.State) ||
(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
(x.AgentID != m_lastAgentUpdateArgs.AgentID)
(vdelta1 > VDELTA) ||
(vdelta2 > VDELTA) ||
(vdelta3 > VDELTA) ||
(vdelta4 > VDELTA)
)
{
//m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}",
// x.CameraAtAxis, x.CameraCenter);
//m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
// x.CameraLeftAxis, x.CameraUpAxis);
//m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
// x.BodyRotation, x.HeadRotation);
//m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}",
// x.ControlFlags, x.Flags, x.Far, x.State);
m_lastAgentUpdateArgs.AgentID = x.AgentID;
m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
m_lastAgentUpdateArgs.Far = x.Far;
m_lastAgentUpdateArgs.Flags = x.Flags;
m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
m_lastAgentUpdateArgs.SessionID = x.SessionID;
m_lastAgentUpdateArgs.State = x.State;
return true;
}
@ -5629,75 +5652,54 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
private bool HandleAgentUpdate(IClientAPI sener, Packet packet)
{
if (OnAgentUpdate != null)
{
// We got here, which means that something in agent update was significant
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
if (x.AgentID != AgentId || x.SessionID != SessionId)
return false;
// Before we update the current m_thisAgentUpdateArgs, let's check this again
// to see what exactly changed
bool movement = CheckAgentMovementUpdateSignificance(x);
bool camera = CheckAgentCameraUpdateSignificance(x);
m_thisAgentUpdateArgs.AgentID = x.AgentID;
m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
m_thisAgentUpdateArgs.Far = x.Far;
m_thisAgentUpdateArgs.Flags = x.Flags;
m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
m_thisAgentUpdateArgs.SessionID = x.SessionID;
m_thisAgentUpdateArgs.State = x.State;
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate;
// Was there a significant movement/state change?
if (movement)
{
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
if (handlerPreAgentUpdate != null)
OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
// Now done earlier
// #region Packet Session and User Check
// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId)
// {
// PacketPool.Instance.ReturnPacket(packet);
// return false;
// }
// #endregion
//
// bool update = false;
AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
//
// if (m_lastAgentUpdateArgs != null)
// {
// // These should be ordered from most-likely to
// // least likely to change. I've made an initial
// // guess at that.
// update =
// (
// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
// (x.Far != m_lastAgentUpdateArgs.Far) ||
// (x.Flags != m_lastAgentUpdateArgs.Flags) ||
// (x.State != m_lastAgentUpdateArgs.State) ||
// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
// (x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
// (x.AgentID != m_lastAgentUpdateArgs.AgentID)
// );
// }
//
// if (update)
// {
//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
m_thisAgentUpdateArgs.AgentID = x.AgentID;
m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
m_thisAgentUpdateArgs.Far = x.Far;
m_thisAgentUpdateArgs.Flags = x.Flags;
m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
m_thisAgentUpdateArgs.SessionID = x.SessionID;
m_thisAgentUpdateArgs.State = x.State;
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
if (handlerPreAgentUpdate != null)
OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
if (handlerAgentUpdate != null)
OnAgentUpdate(this, m_thisAgentUpdateArgs);
handlerAgentUpdate = null;
handlerPreAgentUpdate = null;
// }
if (handlerAgentUpdate != null)
OnAgentUpdate(this, m_thisAgentUpdateArgs);
}
// Was there a significant camera(s) change?
if (camera)
if (handlerAgentCameraUpdate != null)
handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
handlerAgentUpdate = null;
handlerPreAgentUpdate = null;
handlerAgentCameraUpdate = null;
PacketPool.Instance.ReturnPacket(packet);

View File

@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
{
ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
ControllingClient.OnAgentUpdate += HandleAgentUpdate;
ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate;
ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
ControllingClient.OnAgentSit += HandleAgentSit;
ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
@ -1438,9 +1439,9 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
//m_log.DebugFormat(
// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
if (IsChildAgent)
{
@ -1448,10 +1449,6 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
++m_movementUpdateCount;
if (m_movementUpdateCount < 1)
m_movementUpdateCount = 1;
#region Sanity Checking
// This is irritating. Really.
@ -1482,21 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
// Camera location in world. We'll need to raytrace
// from this location from time to time.
CameraPosition = agentData.CameraCenter;
if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
{
ReprioritizeUpdates();
m_lastCameraPosition = CameraPosition;
}
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis;
CameraUpAxis = agentData.CameraUpAxis;
// The Agent's Draw distance setting
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
@ -1504,12 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes
// DrawDistance = agentData.Far;
DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
@ -1529,17 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes
StandUp();
}
//m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
// Raycast from the avatar's head to the camera to see if there's anything blocking the view
if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
{
if (m_followCamAuto)
{
Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
}
}
uint flagsForScripts = (uint)flags;
flags = RemoveIgnoredControls(flags, IgnoredControls);
@ -1764,9 +1729,74 @@ namespace OpenSim.Region.Framework.Scenes
}
m_scene.EventManager.TriggerOnClientMovement(this);
TriggerScenePresenceUpdated();
}
/// <summary>
/// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
/// </summary>
public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
//m_log.DebugFormat(
// "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
if (IsChildAgent)
{
// // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
return;
}
++m_movementUpdateCount;
if (m_movementUpdateCount < 1)
m_movementUpdateCount = 1;
AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
// Camera location in world. We'll need to raytrace
// from this location from time to time.
CameraPosition = agentData.CameraCenter;
if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
{
ReprioritizeUpdates();
m_lastCameraPosition = CameraPosition;
}
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis;
CameraUpAxis = agentData.CameraUpAxis;
// The Agent's Draw distance setting
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
// region's draw distance.
// DrawDistance = agentData.Far;
DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
//m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
// Raycast from the avatar's head to the camera to see if there's anything blocking the view
if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
{
if (m_followCamAuto)
{
Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
}
}
TriggerScenePresenceUpdated();
}
/// <summary>
/// Calculate an update to move the presence to the set target.
/// </summary>

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@ -687,6 +687,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
public event UpdateAgent OnPreAgentUpdate;
public event UpdateAgent OnAgentUpdate;
public event UpdateAgent OnAgentCameraUpdate;
public event AgentRequestSit OnAgentRequestSit;
public event AgentSit OnAgentSit;
public event AvatarPickerRequest OnAvatarPickerRequest;

View File

@ -258,6 +258,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
public event UpdateAgent OnPreAgentUpdate;
public event UpdateAgent OnAgentUpdate;
public event UpdateAgent OnAgentCameraUpdate;
public event AgentRequestSit OnAgentRequestSit;
public event AgentSit OnAgentSit;
public event AvatarPickerRequest OnAvatarPickerRequest;

View File

@ -106,6 +106,7 @@ namespace OpenSim.Tests.Common.Mock
public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
public event UpdateAgent OnPreAgentUpdate;
public event UpdateAgent OnAgentUpdate;
public event UpdateAgent OnAgentCameraUpdate;
public event AgentRequestSit OnAgentRequestSit;
public event AgentSit OnAgentSit;
public event AvatarPickerRequest OnAvatarPickerRequest;