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author | Diva Canto | 2013-07-20 12:20:35 -0700 |
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committer | Diva Canto | 2013-07-21 09:00:42 -0700 |
commit | d5a1779465b6d875ebe5822ce6f15df3378b759f (patch) | |
tree | 6c794ccabc5c3cbbc27bdfe94c6f4147f2c2aa99 /OpenSim/Region/Framework | |
parent | Fixed the stats in show client stats. Also left some comments with observatio... (diff) | |
download | opensim-SC-d5a1779465b6d875ebe5822ce6f15df3378b759f.zip opensim-SC-d5a1779465b6d875ebe5822ce6f15df3378b759f.tar.gz opensim-SC-d5a1779465b6d875ebe5822ce6f15df3378b759f.tar.bz2 opensim-SC-d5a1779465b6d875ebe5822ce6f15df3378b759f.tar.xz |
Manage AgentUpdates more sanely:
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 110 |
1 files changed, 70 insertions, 40 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 990ef6e..5543964 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
801 | { | 801 | { |
802 | ControllingClient.OnCompleteMovementToRegion += CompleteMovement; | 802 | ControllingClient.OnCompleteMovementToRegion += CompleteMovement; |
803 | ControllingClient.OnAgentUpdate += HandleAgentUpdate; | 803 | ControllingClient.OnAgentUpdate += HandleAgentUpdate; |
804 | ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate; | ||
804 | ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; | 805 | ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; |
805 | ControllingClient.OnAgentSit += HandleAgentSit; | 806 | ControllingClient.OnAgentSit += HandleAgentSit; |
806 | ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; | 807 | ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; |
@@ -1438,9 +1439,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1438 | /// </summary> | 1439 | /// </summary> |
1439 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1440 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1440 | { | 1441 | { |
1441 | // m_log.DebugFormat( | 1442 | //m_log.DebugFormat( |
1442 | // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", | 1443 | // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", |
1443 | // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); | 1444 | // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); |
1444 | 1445 | ||
1445 | if (IsChildAgent) | 1446 | if (IsChildAgent) |
1446 | { | 1447 | { |
@@ -1448,10 +1449,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1448 | return; | 1449 | return; |
1449 | } | 1450 | } |
1450 | 1451 | ||
1451 | ++m_movementUpdateCount; | ||
1452 | if (m_movementUpdateCount < 1) | ||
1453 | m_movementUpdateCount = 1; | ||
1454 | |||
1455 | #region Sanity Checking | 1452 | #region Sanity Checking |
1456 | 1453 | ||
1457 | // This is irritating. Really. | 1454 | // This is irritating. Really. |
@@ -1482,21 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1482 | 1479 | ||
1483 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; | 1480 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; |
1484 | 1481 | ||
1485 | // Camera location in world. We'll need to raytrace | ||
1486 | // from this location from time to time. | ||
1487 | CameraPosition = agentData.CameraCenter; | ||
1488 | if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) | ||
1489 | { | ||
1490 | ReprioritizeUpdates(); | ||
1491 | m_lastCameraPosition = CameraPosition; | ||
1492 | } | ||
1493 | |||
1494 | // Use these three vectors to figure out what the agent is looking at | ||
1495 | // Convert it to a Matrix and/or Quaternion | ||
1496 | CameraAtAxis = agentData.CameraAtAxis; | ||
1497 | CameraLeftAxis = agentData.CameraLeftAxis; | ||
1498 | CameraUpAxis = agentData.CameraUpAxis; | ||
1499 | |||
1500 | // The Agent's Draw distance setting | 1482 | // The Agent's Draw distance setting |
1501 | // When we get to the point of re-computing neighbors everytime this | 1483 | // When we get to the point of re-computing neighbors everytime this |
1502 | // changes, then start using the agent's drawdistance rather than the | 1484 | // changes, then start using the agent's drawdistance rather than the |
@@ -1504,12 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1504 | // DrawDistance = agentData.Far; | 1486 | // DrawDistance = agentData.Far; |
1505 | DrawDistance = Scene.DefaultDrawDistance; | 1487 | DrawDistance = Scene.DefaultDrawDistance; |
1506 | 1488 | ||
1507 | // Check if Client has camera in 'follow cam' or 'build' mode. | ||
1508 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); | ||
1509 | |||
1510 | m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) | ||
1511 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | ||
1512 | |||
1513 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | 1489 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; |
1514 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | 1490 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; |
1515 | 1491 | ||
@@ -1529,17 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1529 | StandUp(); | 1505 | StandUp(); |
1530 | } | 1506 | } |
1531 | 1507 | ||
1532 | //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); | ||
1533 | // Raycast from the avatar's head to the camera to see if there's anything blocking the view | ||
1534 | if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) | ||
1535 | { | ||
1536 | if (m_followCamAuto) | ||
1537 | { | ||
1538 | Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; | ||
1539 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); | ||
1540 | } | ||
1541 | } | ||
1542 | |||
1543 | uint flagsForScripts = (uint)flags; | 1508 | uint flagsForScripts = (uint)flags; |
1544 | flags = RemoveIgnoredControls(flags, IgnoredControls); | 1509 | flags = RemoveIgnoredControls(flags, IgnoredControls); |
1545 | 1510 | ||
@@ -1764,9 +1729,74 @@ namespace OpenSim.Region.Framework.Scenes | |||
1764 | } | 1729 | } |
1765 | 1730 | ||
1766 | m_scene.EventManager.TriggerOnClientMovement(this); | 1731 | m_scene.EventManager.TriggerOnClientMovement(this); |
1767 | TriggerScenePresenceUpdated(); | ||
1768 | } | 1732 | } |
1769 | 1733 | ||
1734 | |||
1735 | /// <summary> | ||
1736 | /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. | ||
1737 | /// </summary> | ||
1738 | public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | ||
1739 | { | ||
1740 | //m_log.DebugFormat( | ||
1741 | // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}", | ||
1742 | // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); | ||
1743 | |||
1744 | if (IsChildAgent) | ||
1745 | { | ||
1746 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | ||
1747 | return; | ||
1748 | } | ||
1749 | |||
1750 | ++m_movementUpdateCount; | ||
1751 | if (m_movementUpdateCount < 1) | ||
1752 | m_movementUpdateCount = 1; | ||
1753 | |||
1754 | |||
1755 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; | ||
1756 | |||
1757 | // Camera location in world. We'll need to raytrace | ||
1758 | // from this location from time to time. | ||
1759 | CameraPosition = agentData.CameraCenter; | ||
1760 | if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) | ||
1761 | { | ||
1762 | ReprioritizeUpdates(); | ||
1763 | m_lastCameraPosition = CameraPosition; | ||
1764 | } | ||
1765 | |||
1766 | // Use these three vectors to figure out what the agent is looking at | ||
1767 | // Convert it to a Matrix and/or Quaternion | ||
1768 | CameraAtAxis = agentData.CameraAtAxis; | ||
1769 | CameraLeftAxis = agentData.CameraLeftAxis; | ||
1770 | CameraUpAxis = agentData.CameraUpAxis; | ||
1771 | |||
1772 | // The Agent's Draw distance setting | ||
1773 | // When we get to the point of re-computing neighbors everytime this | ||
1774 | // changes, then start using the agent's drawdistance rather than the | ||
1775 | // region's draw distance. | ||
1776 | // DrawDistance = agentData.Far; | ||
1777 | DrawDistance = Scene.DefaultDrawDistance; | ||
1778 | |||
1779 | // Check if Client has camera in 'follow cam' or 'build' mode. | ||
1780 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); | ||
1781 | |||
1782 | m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) | ||
1783 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | ||
1784 | |||
1785 | |||
1786 | //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); | ||
1787 | // Raycast from the avatar's head to the camera to see if there's anything blocking the view | ||
1788 | if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) | ||
1789 | { | ||
1790 | if (m_followCamAuto) | ||
1791 | { | ||
1792 | Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; | ||
1793 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); | ||
1794 | } | ||
1795 | } | ||
1796 | |||
1797 | TriggerScenePresenceUpdated(); | ||
1798 | } | ||
1799 | |||
1770 | /// <summary> | 1800 | /// <summary> |
1771 | /// Calculate an update to move the presence to the set target. | 1801 | /// Calculate an update to move the presence to the set target. |
1772 | /// </summary> | 1802 | /// </summary> |