aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorDiva Canto2011-05-04 07:31:32 -0700
committerDiva Canto2011-05-04 07:31:32 -0700
commita0f3b23065cec2f620fd795369fa546b35451007 (patch)
treeb99768f8bdbda14cb8509df66a96c7b5a5221f00
parentChanged the defaults, so that it behaves exactly is it has been behaving (no ... (diff)
parentuse getters instead of member variables in velocity network filter code and a... (diff)
downloadopensim-SC-a0f3b23065cec2f620fd795369fa546b35451007.zip
opensim-SC-a0f3b23065cec2f620fd795369fa546b35451007.tar.gz
opensim-SC-a0f3b23065cec2f620fd795369fa546b35451007.tar.bz2
opensim-SC-a0f3b23065cec2f620fd795369fa546b35451007.tar.xz
Merge branch 'master' into caps
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs26
1 files changed, 21 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5b86735..1e90d56 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2395,6 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes
2395 2395
2396 // vars to support reduced update frequency when velocity is unchanged 2396 // vars to support reduced update frequency when velocity is unchanged
2397 private Vector3 lastVelocitySentToAllClients = Vector3.Zero; 2397 private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
2398 private Vector3 lastPositionSentToAllClients = Vector3.Zero;
2398 private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount(); 2399 private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount();
2399 2400
2400 /// <summary> 2401 /// <summary>
@@ -2404,14 +2405,29 @@ namespace OpenSim.Region.Framework.Scenes
2404 { 2405 {
2405 int currentTick = Util.EnvironmentTickCount(); 2406 int currentTick = Util.EnvironmentTickCount();
2406 2407
2407 // decrease update frequency when avatar is moving but velocity is not changing 2408 // Decrease update frequency when avatar is moving but velocity is
2408 if (m_velocity.Length() < 0.01f 2409 // not changing.
2409 || Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f 2410 // If there is a mismatch between distance travelled and expected
2410 || currentTick - lastTerseUpdateToAllClientsTick > 1500) 2411 // distance based on last velocity sent and velocity hasnt changed,
2412 // then send a new terse update
2413
2414 float timeSinceLastUpdate = (currentTick - lastTerseUpdateToAllClientsTick) * 0.001f;
2415
2416 Vector3 expectedPosition = lastPositionSentToAllClients + lastVelocitySentToAllClients * timeSinceLastUpdate;
2417
2418 float distanceError = Vector3.Distance(OffsetPosition, expectedPosition);
2419
2420 float speed = Velocity.Length();
2421 float velocidyDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity);
2422
2423 if (speed < 0.01f // allow rotation updates if avatar position is unchanged
2424 || Math.Abs(distanceError) > 0.25f // arbitrary distance error threshold
2425 || velocidyDiff > 0.01f) // did velocity change from last update?
2411 { 2426 {
2412 m_perfMonMS = currentTick; 2427 m_perfMonMS = currentTick;
2413 lastVelocitySentToAllClients = m_velocity; 2428 lastVelocitySentToAllClients = Velocity;
2414 lastTerseUpdateToAllClientsTick = currentTick; 2429 lastTerseUpdateToAllClientsTick = currentTick;
2430 lastPositionSentToAllClients = OffsetPosition;
2415 2431
2416 m_scene.ForEachClient(SendTerseUpdateToClient); 2432 m_scene.ForEachClient(SendTerseUpdateToClient);
2417 2433