Merge branch 'master' into httptests

httptests
UbitUmarov 2017-08-19 22:48:31 +01:00
commit f9c01db33c
4 changed files with 74 additions and 58 deletions

View File

@ -3042,11 +3042,14 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsSelected)
RootPart.UpdateLookAt();
double now = Util.GetTimeStampMS();
RootPart.SendScheduledUpdates(now);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
part.SendScheduledUpdates();
if(part != RootPart)
part.SendScheduledUpdates(now);
}
}
@ -3113,7 +3116,6 @@ namespace OpenSim.Region.Framework.Scenes
}
RootPart.SendFullUpdateToAllClientsInternal();
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{

View File

@ -3256,10 +3256,16 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null)
return;
if (ParentGroup.Scene == null)
return;
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
ParentGroup.QueueForUpdateCheck(); // just in case
lock(UpdateFlagLock)
{
ParentGroup.QueueForUpdateCheck(); // just in case
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
@ -3268,10 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
/// <summary>
@ -3282,6 +3287,13 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup == null)
return;
if (ParentGroup.Scene == null)
return;
ParentGroup.HasGroupChanged = true;
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
// This was pulled from SceneViewer. Attachments always receive full updates.
// This is needed because otherwise if only the root prim changes position, then
@ -3292,23 +3304,19 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
ParentGroup.QueueForUpdateCheck();
lock(UpdateFlagLock)
{
if (UpdateFlag == UpdateRequired.NONE)
{
ParentGroup.HasGroupChanged = true;
ParentGroup.QueueForUpdateCheck();
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
// UUID, Name, TimeStampTerse);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
// UUID, Name);
}
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
@ -3428,34 +3436,30 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
private const float ROTATION_TOLERANCE = 0.01f;
private const float VELOCITY_TOLERANCE = 0.1f; // terse update vel has low resolution
private const float VELOCITY_TOLERANCE = 0.1f;
private const float ANGVELOCITY_TOLERANCE = 0.005f;
private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
private const double TIME_MS_TOLERANCE = 200f; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
/// <summary>
/// Tell all the prims which have had updates scheduled
/// </summary>
public void SendScheduledUpdates()
public void SendScheduledUpdates(double now)
{
UpdateRequired currentUpdate;
bool sendterse = false;
bool sendfull = false;
lock(UpdateFlagLock)
{
currentUpdate = UpdateFlag;
ClearUpdateSchedule();
}
switch (UpdateFlag)
{
case UpdateRequired.NONE:
break;
switch (currentUpdate)
{
case UpdateRequired.NONE:
break;
case UpdateRequired.TERSE:
sendterse = true;
case UpdateRequired.TERSE:
bool needupdate = true;
lock(UpdateFlagLock)
{
double now = Util.GetTimeStampMS();
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
@ -3470,8 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
// velocity change is also direction not only norm)
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
@ -3507,12 +3510,12 @@ namespace OpenSim.Region.Framework.Scenes
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
break;
// viewer interpolators have a limit of 128m/s
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
@ -3524,20 +3527,19 @@ namespace OpenSim.Region.Framework.Scenes
break;
if (
ax < VELOCITY_TOLERANCE &&
ay < VELOCITY_TOLERANCE &&
az < VELOCITY_TOLERANCE &&
ax < ANGVELOCITY_TOLERANCE &&
ay < ANGVELOCITY_TOLERANCE &&
az < ANGVELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
needupdate = false;
sendterse = false;
break;
}
if(needupdate)
if(sendterse)
{
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
@ -3545,25 +3547,38 @@ namespace OpenSim.Region.Framework.Scenes
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
}
}
break;
if(needupdate)
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
SendTerseUpdateToClient(client);
});
}
break;
case UpdateRequired.FULL:
SendFullUpdateToAllClientsInternal();
break;
case UpdateRequired.FULL:
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
sendfull = true;
break;
}
}
if(sendterse)
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
SendTerseUpdateToClient(client);
});
}
else if(sendfull)
{
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendFullUpdate(avatar.ControllingClient);
});
}
}
/// <summary>
/// Send a terse update to all clients
/// </summary>
@ -3571,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup == null || ParentGroup.Scene == null)
return;
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)

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