Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
f8fe4dee8f
|
@ -1154,6 +1154,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
/// <summary>
|
||||
/// Send the region heightmap to the client
|
||||
/// This method is only called when not doing intellegent terrain patch sending and
|
||||
/// is only called when the scene presence is initially created and sends all of the
|
||||
/// region's patches to the client.
|
||||
/// </summary>
|
||||
/// <param name="map">heightmap</param>
|
||||
public virtual void SendLayerData(float[] map)
|
||||
|
@ -1237,9 +1240,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
// Legacy form of invocation that passes around a bare data array.
|
||||
// Just ignore what was passed and use the real terrain info that is part of the scene.
|
||||
// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
|
||||
// there is a special form for specifying multiple terrain patches to send.
|
||||
// The form is to pass 'px' as negative the number of patches to send and to
|
||||
// pass the float array as pairs of patch X and Y coordinates. So, passing 'px'
|
||||
// as -2 and map= [3, 5, 8, 4] would mean to send two terrain heightmap patches
|
||||
// and the patches to send are <3,5> and <8,4>.
|
||||
public void SendLayerData(int px, int py, float[] map)
|
||||
{
|
||||
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
|
||||
if (px >= 0)
|
||||
{
|
||||
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
|
||||
}
|
||||
else
|
||||
{
|
||||
int numPatches = -px;
|
||||
int[] xPatches = new int[numPatches];
|
||||
int[] yPatches = new int[numPatches];
|
||||
for (int pp = 0; pp < numPatches; pp++)
|
||||
{
|
||||
xPatches[pp] = (int)map[pp * 2];
|
||||
yPatches[pp] = (int)map[pp * 2 + 1];
|
||||
}
|
||||
|
||||
// DebugSendingPatches("SendLayerData", xPatches, yPatches);
|
||||
|
||||
SendLayerData(xPatches, yPatches, m_scene.Heightmap.GetTerrainData());
|
||||
}
|
||||
}
|
||||
|
||||
private void DebugSendingPatches(string pWho, int[] pX, int[] pY)
|
||||
{
|
||||
if (m_log.IsDebugEnabled)
|
||||
{
|
||||
int numPatches = pX.Length;
|
||||
string Xs = "";
|
||||
string Ys = "";
|
||||
for (int pp = 0; pp < numPatches; pp++)
|
||||
{
|
||||
Xs += String.Format("{0}", (int)pX[pp]) + ",";
|
||||
Ys += String.Format("{0}", (int)pY[pp]) + ",";
|
||||
}
|
||||
m_log.DebugFormat("{0} {1}: numPatches={2}, X={3}, Y={4}", LogHeader, pWho, numPatches, Xs, Ys);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1251,6 +1294,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <param name="py">Patch coordinate (y) 0..15</param>
|
||||
/// <param name="map">heightmap</param>
|
||||
public void SendLayerData(int px, int py, TerrainData terrData)
|
||||
{
|
||||
int[] xPatches = new[] { px };
|
||||
int[] yPatches = new[] { py };
|
||||
SendLayerData(xPatches, yPatches, terrData);
|
||||
}
|
||||
|
||||
private void SendLayerData(int[] px, int[] py, TerrainData terrData)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -1259,31 +1309,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
patchInd[0] = px + (py * Constants.TerrainPatchSize);
|
||||
LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(terrData.GetFloatsSerialized(), patchInd);
|
||||
*/
|
||||
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
|
||||
|
||||
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
|
||||
// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
|
||||
// We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area
|
||||
// invalidating previous packets for that area.
|
||||
|
||||
// It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a
|
||||
// tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower.
|
||||
|
||||
// One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will
|
||||
// have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain
|
||||
// patches.
|
||||
|
||||
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss.
|
||||
if (m_justEditedTerrain)
|
||||
// Many, many patches could have been passed to us. Since the patches will be compressed
|
||||
// into variable sized blocks, we cannot pre-compute how many will fit into one
|
||||
// packet. While some fancy packing algorithm is possible, 4 seems to always fit.
|
||||
int PatchesAssumedToFit = 4;
|
||||
for (int pcnt = 0; pcnt < px.Length; pcnt += PatchesAssumedToFit)
|
||||
{
|
||||
layerpack.Header.Reliable = false;
|
||||
OutPacket(layerpack, ThrottleOutPacketType.Unknown );
|
||||
}
|
||||
else
|
||||
{
|
||||
layerpack.Header.Reliable = true;
|
||||
OutPacket(layerpack, ThrottleOutPacketType.Land);
|
||||
int remaining = Math.Min(px.Length - pcnt, PatchesAssumedToFit);
|
||||
int[] xPatches = new int[remaining];
|
||||
int[] yPatches = new int[remaining];
|
||||
for (int ii = 0; ii < remaining; ii++)
|
||||
{
|
||||
xPatches[ii] = px[pcnt + ii];
|
||||
yPatches[ii] = py[pcnt + ii];
|
||||
}
|
||||
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, xPatches, yPatches);
|
||||
// DebugSendingPatches("SendLayerDataInternal", xPatches, yPatches);
|
||||
|
||||
SendTheLayerPacket(layerpack);
|
||||
}
|
||||
// LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1291,6 +1337,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
}
|
||||
|
||||
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a
|
||||
// sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we
|
||||
// start skipping the queues until they're done editing the terrain. We also make them
|
||||
// unreliable because it's extremely likely that multiple packets will be sent for a terrain patch
|
||||
// area invalidating previous packets for that area.
|
||||
|
||||
// It's possible for an editing user to flood themselves with edited packets but the majority
|
||||
// of use cases are such that only a tiny percentage of users will be editing the terrain.
|
||||
// Other, non-editing users will see the edits much slower.
|
||||
|
||||
// One last note on this topic, by the time users are going to be editing the terrain, it's
|
||||
// extremely likely that the sim will have rezzed already and therefore this is not likely going
|
||||
// to cause any additional issues with lost packets, objects or terrain patches.
|
||||
|
||||
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we
|
||||
// only have one cache miss.
|
||||
private void SendTheLayerPacket(LayerDataPacket layerpack)
|
||||
{
|
||||
if (m_justEditedTerrain)
|
||||
{
|
||||
layerpack.Header.Reliable = false;
|
||||
OutPacket(layerpack, ThrottleOutPacketType.Unknown );
|
||||
}
|
||||
else
|
||||
{
|
||||
layerpack.Header.Reliable = true;
|
||||
OutPacket(layerpack, ThrottleOutPacketType.Land);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send the wind matrix to the client
|
||||
/// </summary>
|
||||
|
|
|
@ -1035,12 +1035,24 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
|||
// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
|
||||
// Sort the patches to send by the distance from the presence
|
||||
toSend.Sort();
|
||||
/*
|
||||
foreach (PatchesToSend pts in toSend)
|
||||
{
|
||||
// TODO: one can send multiple patches in a packet. Do that.
|
||||
pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
|
||||
// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
|
||||
}
|
||||
*/
|
||||
|
||||
int[] xPieces = new int[toSend.Count];
|
||||
int[] yPieces = new int[toSend.Count];
|
||||
float[] patchPieces = new float[toSend.Count * 2];
|
||||
int pieceIndex = 0;
|
||||
foreach (PatchesToSend pts in toSend)
|
||||
{
|
||||
patchPieces[pieceIndex++] = pts.PatchX;
|
||||
patchPieces[pieceIndex++] = pts.PatchY;
|
||||
}
|
||||
pups.Presence.ControllingClient.SendLayerData(-toSend.Count, 0, patchPieces);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -119,6 +119,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
xPieces[0] = patchX; // patch X dimension
|
||||
yPieces[0] = patchY;
|
||||
|
||||
return CreateLandPacket(terrData, xPieces, yPieces);
|
||||
}
|
||||
|
||||
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] xPieces, int[] yPieces)
|
||||
{
|
||||
byte landPacketType = (byte)TerrainPatch.LayerType.Land;
|
||||
if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
|
||||
{
|
||||
|
@ -148,8 +153,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// Array of indexes in the grid of patches.
|
||||
/// </param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="pRegionSizeX"></param>
|
||||
/// <param name="pRegionSizeY"></param>
|
||||
/// <returns></returns>
|
||||
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue