diff options
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 33 |
1 files changed, 30 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 8b2440a..0dbce2f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
327 | private PriorityQueue m_entityProps; | 327 | private PriorityQueue m_entityProps; |
328 | private Prioritizer m_prioritizer; | 328 | private Prioritizer m_prioritizer; |
329 | private bool m_disableFacelights = false; | 329 | private bool m_disableFacelights = false; |
330 | 330 | private volatile bool m_justEditedTerrain = false; | |
331 | /// <value> | 331 | /// <value> |
332 | /// List used in construction of data blocks for an object update packet. This is to stop us having to | 332 | /// List used in construction of data blocks for an object update packet. This is to stop us having to |
333 | /// continually recreate it. | 333 | /// continually recreate it. |
@@ -1239,9 +1239,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1239 | LLHeightFieldMoronize(map); | 1239 | LLHeightFieldMoronize(map); |
1240 | 1240 | ||
1241 | LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); | 1241 | LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); |
1242 | layerpack.Header.Reliable = true; | 1242 | |
1243 | // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience. | ||
1244 | // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain. | ||
1245 | // We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area | ||
1246 | // invalidating previous packets for that area. | ||
1243 | 1247 | ||
1244 | OutPacket(layerpack, ThrottleOutPacketType.Land); | 1248 | // It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a |
1249 | // tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower. | ||
1250 | |||
1251 | // 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 | ||
1252 | // have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain | ||
1253 | // patches. | ||
1254 | |||
1255 | // m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss. | ||
1256 | if (m_justEditedTerrain) | ||
1257 | { | ||
1258 | layerpack.Header.Reliable = false; | ||
1259 | OutPacket(layerpack, | ||
1260 | ThrottleOutPacketType.Unknown ); | ||
1261 | } | ||
1262 | else | ||
1263 | { | ||
1264 | layerpack.Header.Reliable = true; | ||
1265 | OutPacket(layerpack, | ||
1266 | ThrottleOutPacketType.Land); | ||
1267 | } | ||
1245 | } | 1268 | } |
1246 | catch (Exception e) | 1269 | catch (Exception e) |
1247 | { | 1270 | { |
@@ -6263,6 +6286,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
6263 | //m_log.Info("[LAND]: LAND:" + modify.ToString()); | 6286 | //m_log.Info("[LAND]: LAND:" + modify.ToString()); |
6264 | if (modify.ParcelData.Length > 0) | 6287 | if (modify.ParcelData.Length > 0) |
6265 | { | 6288 | { |
6289 | // Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore, | ||
6290 | // a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit. | ||
6291 | m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable | ||
6266 | if (OnModifyTerrain != null) | 6292 | if (OnModifyTerrain != null) |
6267 | { | 6293 | { |
6268 | for (int i = 0; i < modify.ParcelData.Length; i++) | 6294 | for (int i = 0; i < modify.ParcelData.Length; i++) |
@@ -6278,6 +6304,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
6278 | } | 6304 | } |
6279 | } | 6305 | } |
6280 | } | 6306 | } |
6307 | m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again | ||
6281 | } | 6308 | } |
6282 | 6309 | ||
6283 | return true; | 6310 | return true; |