* Fixed a regression where all object updates were sent to the client the first time OnQueueEmpty fired
* Removed PrimTerseUpdatesPerPacket, AvatarTerseUpdatesPerPacket, PrimFullUpdatesPerPacket, and replaced with PrimUpdatesPerCallback * Changed CreateImprovedTerseBlock() to work with SceneObjectPart and ScenePresenceslimupdates
parent
ce106a0c0b
commit
d5a5cae58b
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@ -3436,12 +3436,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
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}
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private void ProcessEntityUpdates()
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private void ProcessEntityUpdates(int maxUpdates)
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{
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Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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int updatesThisCall = 0;
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lock (m_entityUpdates.SyncRoot)
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{
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EntityUpdate update;
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@ -3516,50 +3518,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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bool avatar = (update.Entity is ScenePresence);
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uint localID = update.Entity.LocalId;
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uint attachPoint;
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Vector4 collisionPlane;
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Vector3 position, velocity, acceleration, angularVelocity;
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Quaternion rotation;
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byte[] textureEntry;
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if (update.Entity is ScenePresence)
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{
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ScenePresence presence = (ScenePresence)update.Entity;
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attachPoint = 0;
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collisionPlane = presence.CollisionPlane;
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position = presence.OffsetPosition;
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velocity = presence.Velocity;
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acceleration = Vector3.Zero;
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angularVelocity = Vector3.Zero;
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rotation = presence.Rotation;
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if (updateFlags.HasFlag(PrimUpdateFlags.Textures))
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textureEntry = presence.Appearance.Texture.GetBytes();
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else
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textureEntry = null;
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}
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else
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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attachPoint = part.AttachmentPoint;
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collisionPlane = Vector4.Zero;
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position = part.RelativePosition;
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velocity = part.Velocity;
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acceleration = part.Acceleration;
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angularVelocity = part.AngularVelocity;
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rotation = part.RotationOffset;
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textureEntry = part.Shape.TextureEntry;
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}
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(avatar, localID, attachPoint, collisionPlane, position,
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velocity, acceleration, rotation, angularVelocity, textureEntry));
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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}
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#endregion Block Construction
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++updatesThisCall;
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if (maxUpdates > 0 && updatesThisCall >= maxUpdates)
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break;
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}
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}
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@ -3618,6 +3584,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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{
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//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
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PriorityQueue<double, EntityUpdate>.UpdatePriorityHandler update_priority_handler =
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delegate(ref double priority, uint local_id)
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{
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@ -3631,8 +3599,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void FlushPrimUpdates()
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{
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m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
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while (m_entityUpdates.Count > 0)
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ProcessEntityUpdates();
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ProcessEntityUpdates(-1);
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}
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#endregion Primitive Packet/Data Sending Methods
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@ -3665,11 +3635,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if ((categories & ThrottleOutPacketTypeFlags.State) != 0)
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{
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lock (m_entityUpdates.SyncRoot)
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{
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if (m_entityUpdates.Count > 0)
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ProcessEntityUpdates();
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}
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if (m_entityUpdates.Count > 0)
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ProcessEntityUpdates(m_udpServer.PrimUpdatesPerCallback);
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}
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if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0)
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@ -4327,10 +4294,51 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Helper Methods
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protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateImprovedTerseBlock(bool avatar, uint localID, uint attachPoint,
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Vector4 collisionPlane, Vector3 position, Vector3 velocity, Vector3 acceleration, Quaternion rotation,
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Vector3 angularVelocity, byte[] textureEntry)
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protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateImprovedTerseBlock(ISceneEntity entity, bool sendTexture)
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{
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#region ScenePresence/SOP Handling
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bool avatar = (entity is ScenePresence);
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uint localID = entity.LocalId;
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uint attachPoint;
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Vector4 collisionPlane;
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Vector3 position, velocity, acceleration, angularVelocity;
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Quaternion rotation;
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byte[] textureEntry;
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if (entity is ScenePresence)
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{
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ScenePresence presence = (ScenePresence)entity;
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attachPoint = 0;
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collisionPlane = presence.CollisionPlane;
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position = presence.OffsetPosition;
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velocity = presence.Velocity;
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acceleration = Vector3.Zero;
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angularVelocity = Vector3.Zero;
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rotation = presence.Rotation;
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if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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else
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textureEntry = null;
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}
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else
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{
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SceneObjectPart part = (SceneObjectPart)entity;
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attachPoint = part.AttachmentPoint;
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collisionPlane = Vector4.Zero;
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position = part.RelativePosition;
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velocity = part.Velocity;
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acceleration = part.Acceleration;
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angularVelocity = part.AngularVelocity;
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rotation = part.RotationOffset;
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textureEntry = part.Shape.TextureEntry;
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}
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#endregion ScenePresence/SOP Handling
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int pos = 0;
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byte[] data = new byte[(avatar ? 60 : 44)];
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@ -99,15 +99,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of terse prim updates to put on the queue each time the
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/// <summary>Number of prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimTerseUpdatesPerPacket;
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/// <summary>Number of terse avatar updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int AvatarTerseUpdatesPerPacket;
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/// <summary>Number of full prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimFullUpdatesPerPacket;
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public readonly int PrimUpdatesPerCallback;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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@ -191,9 +185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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PrimTerseUpdatesPerPacket = config.GetInt("PrimTerseUpdatesPerPacket", 25);
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AvatarTerseUpdatesPerPacket = config.GetInt("AvatarTerseUpdatesPerPacket", 10);
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PrimFullUpdatesPerPacket = config.GetInt("PrimFullUpdatesPerPacket", 100);
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PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
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TextureSendLimit = config.GetInt("TextureSendLimit", 20);
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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@ -201,9 +193,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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PrimTerseUpdatesPerPacket = 25;
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AvatarTerseUpdatesPerPacket = 10;
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PrimFullUpdatesPerPacket = 100;
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PrimUpdatesPerCallback = 100;
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TextureSendLimit = 20;
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}
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@ -369,18 +369,13 @@
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;asset_limit = 27500
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;state_limit = 37000
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; Configures how ObjectUpdates are aggregated. These numbers
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; do not literally mean how many updates will be put in each
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; packet that goes over the wire, as packets are
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; automatically split on a 1400 byte boundary. These control
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; the balance between responsiveness of interest list updates
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; and total throughput. Higher numbers will ensure more full-
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; sized packets and faster sending of data, but more delay in
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; updating interest lists
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; Configures how scene graph updates are sent to clients.
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; This controls the balance between responsiveness of interest
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; list updates and total throughput. A higher value will ensure
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; more full-sized packets and faster sending of data, but more
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; delay in updating client interest lists
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;
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;PrimTerseUpdatesPerPacket = 25
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;AvatarTerseUpdatesPerPacket = 10
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;PrimFullUpdatesPerPacket = 100
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PrimUpdatesPerCallback = 100
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; TextureSendLimit determines how many packets will be put on
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; the outgoing queue each cycle. Like the settings above, this
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