varregion: send terrain patches from where the avatar outward if the parameter
[Terrain]SendTerrainUpdatesByViewDistance=true. This tracks which patches have been sent to each client and outputs the patches as the avatar moves.bullet-2.82
parent
eaf595c008
commit
db5a42ffac
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@ -99,6 +99,84 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private String m_InitialTerrain = "pinhead-island";
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private String m_InitialTerrain = "pinhead-island";
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// If true, send terrain patch updates to clients based on their view distance
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private bool m_sendTerrainUpdatesByViewDistance = false;
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// Class to keep the per client collection of terrain patches that must be sent.
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// A patch is set to 'true' meaning it should be sent to the client. Once the
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// patch packet is queued to the client, the bit for that patch is set to 'false'.
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private class PatchUpdates
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{
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private bool[,] updated; // for each patch, whether it needs to be sent to this client
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private int updateCount; // number of patches that need to be sent
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public ScenePresence Presence; // a reference to the client to send to
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public PatchUpdates(TerrainData terrData, ScenePresence pPresence)
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{
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updated = new bool[terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize];
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updateCount = 0;
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Presence = pPresence;
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// Initially, send all patches to the client
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SetAll(true);
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}
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// Returns 'true' if there are any patches marked for sending
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public bool HasUpdates()
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{
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return (updateCount > 0);
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}
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public void SetByXY(int x, int y, bool state)
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{
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this.SetByPatch(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, state);
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}
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public bool GetByPatch(int patchX, int patchY)
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{
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return updated[patchX, patchY];
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}
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public void SetByPatch(int patchX, int patchY, bool state)
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{
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bool prevState = updated[patchX, patchY];
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if (!prevState && state)
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updateCount++;
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if (prevState && !state)
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updateCount--;
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updated[patchX, patchY] = state;
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}
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public void SetAll(bool state)
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{
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updateCount = 0;
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for (int xx = 0; xx < updated.GetLength(0); xx++)
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for (int yy = 0; yy < updated.GetLength(1); yy++)
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updated[xx, yy] = state;
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if (state)
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updateCount = updated.GetLength(0) * updated.GetLength(1);
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}
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// Logically OR's the terrain data's patch taint map into this client's update map.
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public void SetAll(TerrainData terrData)
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{
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if (updated.GetLength(0) != (terrData.SizeX / Constants.TerrainPatchSize)
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|| updated.GetLength(1) != (terrData.SizeY / Constants.TerrainPatchSize))
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{
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throw new Exception(
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String.Format("{0} PatchUpdates.SetAll: patch array not same size as terrain. arr=<{1},{2}>, terr=<{3},{4}>",
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LogHeader, updated.GetLength(0), updated.GetLength(1),
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terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize)
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);
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}
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for (int xx = 0; xx < terrData.SizeX; xx += Constants.TerrainPatchSize)
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{
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for (int yy = 0; yy < terrData.SizeY; yy += Constants.TerrainPatchSize)
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{
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// Only set tainted. The patch bit may be set if the patch was to be sent later.
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if (terrData.IsTaintedAt(xx, yy, false))
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{
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this.SetByXY(xx, yy, true);
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}
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}
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}
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}
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}
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// The flags of which terrain patches to send for each of the ScenePresence's
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private Dictionary<UUID, PatchUpdates> m_perClientPatchUpdates = new Dictionary<UUID, PatchUpdates>();
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/// <summary>
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/// <summary>
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/// Human readable list of terrain file extensions that are supported.
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/// Human readable list of terrain file extensions that are supported.
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/// </summary>
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/// </summary>
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@ -127,7 +205,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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{
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IConfig terrainConfig = config.Configs["Terrain"];
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IConfig terrainConfig = config.Configs["Terrain"];
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if (terrainConfig != null)
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if (terrainConfig != null)
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{
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m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
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m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
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m_sendTerrainUpdatesByViewDistance = terrainConfig.GetBoolean("SendTerrainUpdatesByViewDistance", m_sendTerrainUpdatesByViewDistance);
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}
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}
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}
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public void AddRegion(Scene scene)
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public void AddRegion(Scene scene)
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@ -422,9 +503,46 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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}
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}
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}
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}
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// Someone diddled terrain outside the normal code paths. Set the taintedness for all clients.
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// ITerrainModule.TaintTerrain()
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public void TaintTerrain ()
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public void TaintTerrain ()
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{
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{
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m_channel.GetTerrainData().TaintAllTerrain();
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lock (m_perClientPatchUpdates)
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{
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// Set the flags for all clients so the tainted patches will be sent out
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foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
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{
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pups.SetAll(m_scene.Heightmap.GetTerrainData());
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}
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}
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}
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// ITerrainModule.PushTerrain()
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public void PushTerrain(IClientAPI pClient)
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{
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if (m_sendTerrainUpdatesByViewDistance)
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{
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ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId);
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if (presence != null)
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{
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lock (m_perClientPatchUpdates)
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{
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PatchUpdates pups;
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if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups))
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{
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// There is a ScenePresence without a send patch map. Create one.
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pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence);
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m_perClientPatchUpdates.Add(presence.UUID, pups);
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}
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pups.SetAll(true);
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}
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}
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}
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else
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{
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// The traditional way is to call into the protocol stack to send them all.
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pClient.SendLayerData(new float[10]);
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}
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}
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}
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#region Plugin Loading Methods
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#region Plugin Loading Methods
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@ -676,6 +794,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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}
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}
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}
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}
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}
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}
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// This event also causes changes to be sent to the clients
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CheckSendingPatchesToClients();
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// If things changes, generate some events
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if (shouldTaint)
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if (shouldTaint)
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{
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{
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m_scene.EventManager.TriggerTerrainTainted();
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m_scene.EventManager.TriggerTerrainTainted();
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@ -749,28 +872,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
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presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
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presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
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presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
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}
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}
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}
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if (m_perClientPatchUpdates.ContainsKey(client))
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{
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/// <summary>
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m_perClientPatchUpdates.Remove(client);
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/// Checks to see if the terrain has been modified since last check
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}
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/// but won't attempt to limit those changes to the limits specified in the estate settings
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/// currently invoked by the command line operations in the region server only
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/// </summary>
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private void CheckForTerrainUpdates()
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{
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CheckForTerrainUpdates(false);
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}
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/// <summary>
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/// Checks to see if the terrain has been modified since last check.
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/// If it has been modified, every all the terrain patches are sent to the client.
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/// If the call is asked to respect the estate settings for terrain_raise_limit and
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/// terrain_lower_limit, it will clamp terrain updates between these values
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/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
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/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
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/// </summary>
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private void CheckForTerrainUpdates(bool respectEstateSettings)
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{
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}
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}
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/// <summary>
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/// <summary>
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@ -857,17 +962,138 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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/// <param name="y">The patch corner to send</param>
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/// <param name="y">The patch corner to send</param>
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private void SendToClients(TerrainData terrData, int x, int y)
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private void SendToClients(TerrainData terrData, int x, int y)
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{
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{
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// We know the actual terrain data passed is ignored. This kludge saves changing IClientAPI.
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if (m_sendTerrainUpdatesByViewDistance)
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//float[] heightMap = terrData.GetFloatsSerialized();
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{
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float[] heightMap = new float[10];
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// Add that this patch needs to be sent to the accounting for each client.
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m_scene.ForEachClient(
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lock (m_perClientPatchUpdates)
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delegate(IClientAPI controller)
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{
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m_scene.ForEachScenePresence(presence =>
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{
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PatchUpdates thisClientUpdates;
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if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates))
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{
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// There is a ScenePresence without a send patch map. Create one.
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thisClientUpdates = new PatchUpdates(terrData, presence);
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m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates);
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}
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thisClientUpdates.SetByXY(x, y, true);
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}
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);
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}
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}
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else
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{
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// Legacy update sending where the update is sent out as soon as noticed
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// We know the actual terrain data passed is ignored. This kludge saves changing IClientAPI.
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//float[] heightMap = terrData.GetFloatsSerialized();
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float[] heightMap = new float[10];
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{
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{
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controller.SendLayerData( x / Constants.TerrainPatchSize,
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controller.SendLayerData(x / Constants.TerrainPatchSize,
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y / Constants.TerrainPatchSize,
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y / Constants.TerrainPatchSize,
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heightMap);
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heightMap);
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}
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}
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);
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);
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}
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}
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private class PatchesToSend : IComparable<PatchesToSend>
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{
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public int PatchX;
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public int PatchY;
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public float Dist;
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public PatchesToSend(int pX, int pY, float pDist)
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{
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PatchX = pX;
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PatchY = pY;
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Dist = pDist;
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}
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public int CompareTo(PatchesToSend other)
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{
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return Dist.CompareTo(other.Dist);
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}
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}
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// Called each frame time to see if there are any patches to send to any of the
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// ScenePresences.
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// Loop through all the per-client info and send any patches necessary.
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private void CheckSendingPatchesToClients()
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{
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lock (m_perClientPatchUpdates)
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{
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foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
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{
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if (pups.HasUpdates())
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{
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// There is something that could be sent to this client.
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List<PatchesToSend> toSend = GetModifiedPatchesInViewDistance(pups);
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if (toSend.Count > 0)
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{
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m_log.DebugFormat("{0} CheckSendingPatchesToClient: sending {1} patches to {2}",
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LogHeader, toSend.Count, pups.Presence.Name);
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// Sort the patches to send by the distance from the presence
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toSend.Sort();
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foreach (PatchesToSend pts in toSend)
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{
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// TODO: one can send multiple patches in a packet. Do that.
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pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
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// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
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}
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}
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}
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}
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}
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}
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private List<PatchesToSend> GetModifiedPatchesInViewDistance(PatchUpdates pups)
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{
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List<PatchesToSend> ret = new List<PatchesToSend>();
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ScenePresence presence = pups.Presence;
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if (presence == null)
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return ret;
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// See if there are patches within our view distance to send.
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int startX = (((int) (presence.AbsolutePosition.X - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
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startX = Math.Max(startX, 0);
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startX = Math.Min(startX, (int)m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
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int startY = (((int) (presence.AbsolutePosition.Y - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
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startY = Math.Max(startY, 0);
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startY = Math.Min(startY, (int)m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
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int endX = (((int) (presence.AbsolutePosition.X + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
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endX = Math.Max(endX, 0);
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endX = Math.Min(endX, (int)m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
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int endY = (((int) (presence.AbsolutePosition.Y + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
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endY = Math.Max(endY, 0);
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endY = Math.Min(endY, (int)m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
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// m_log.DebugFormat("{0} GetModifiedPatchesInViewDistance. start=<{1},{2}>, end=<{3},{4}>",
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// LogHeader, startX, startY, endX, endY);
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for (int x = startX; x < endX; x++)
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{
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for (int y = startY; y < endY; y++)
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{
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//Need to make sure we don't send the same ones over and over
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Vector3 presencePos = presence.AbsolutePosition;
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Vector3 patchPos = new Vector3(x * Constants.TerrainPatchSize, y * Constants.TerrainPatchSize, presencePos.Z);
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if (pups.GetByPatch(x, y))
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{
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//Check which has less distance, camera or avatar position, both have to be done.
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//Its not a radius, its a diameter and we add 50 so that it doesn't look like it cuts off
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if (Util.DistanceLessThan(presencePos, patchPos, presence.DrawDistance + 50)
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|| Util.DistanceLessThan(presence.CameraPosition, patchPos, presence.DrawDistance + 50))
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{
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//They can see it, send it to them
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pups.SetByPatch(x, y, false);
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float dist = Vector3.DistanceSquared(presencePos, patchPos);
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ret.Add(new PatchesToSend(x, y, dist));
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//Wait and send them all at once
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// pups.client.SendLayerData(x, y, null);
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}
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}
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}
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}
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return ret;
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}
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}
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private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
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private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
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@ -24,9 +24,10 @@
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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using System.IO;
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using System.IO;
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using OpenSim.Framework;
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using OpenMetaverse;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Interfaces
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namespace OpenSim.Region.Framework.Interfaces
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@ -43,6 +44,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// </summary>
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void TaintTerrain();
|
void TaintTerrain();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// When a client initially connects, all the terrain must be pushed to the viewer.
|
||||||
|
/// This call causes all the terrain patches to be sent to the client.
|
||||||
|
/// </summary>
|
||||||
|
void PushTerrain(IClientAPI pClient);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Load a terrain from a stream.
|
/// Load a terrain from a stream.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -213,7 +213,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <param name="RemoteClient">Client to send to</param>
|
/// <param name="RemoteClient">Client to send to</param>
|
||||||
public virtual void SendLayerData(IClientAPI RemoteClient)
|
public virtual void SendLayerData(IClientAPI RemoteClient)
|
||||||
{
|
{
|
||||||
RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
|
// RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
|
||||||
|
ITerrainModule terrModule = RequestModuleInterface<ITerrainModule>();
|
||||||
|
if (terrModule != null)
|
||||||
|
{
|
||||||
|
terrModule.PushTerrain(RemoteClient);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
Loading…
Reference in New Issue