A stab at mantis #5256. Separate ScenePresence updates from SceneObject updates, and place them in different queues.
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cefdee8aaf
commit
f84905e294
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@ -3553,15 +3553,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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int updatesThisCall = 0;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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{
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lock (m_entityUpdates.SyncRoot)
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{
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EntityUpdate update;
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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if (!m_entityUpdates.TryDequeue(out update))
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break;
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}
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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@ -3696,6 +3701,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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if (update.Entity is ScenePresence)
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terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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else
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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}
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@ -3707,6 +3715,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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if (terseAgentUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.State, true);
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}
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if (terseUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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if (objectUpdateBlocks.IsValueCreated)
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{
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List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
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@ -3737,22 +3775,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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if (terseUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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}
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#endregion Packet Sending
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}
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