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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs95
1 files changed, 41 insertions, 54 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index d7120a5..3262419 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -1064,6 +1064,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1064 public virtual void SendLayerData(float[] map) 1064 public virtual void SendLayerData(float[] map)
1065 { 1065 {
1066 Util.FireAndForget(DoSendLayerData, map); 1066 Util.FireAndForget(DoSendLayerData, map);
1067
1068 // Send it sync, and async. It's not that much data
1069 // and it improves user experience just so much!
1070 DoSendLayerData(map);
1067 } 1071 }
1068 1072
1069 /// <summary> 1073 /// <summary>
@@ -1076,16 +1080,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1076 1080
1077 try 1081 try
1078 { 1082 {
1079 //for (int y = 0; y < 16; y++) 1083 for (int y = 0; y < 16; y++)
1080 //{ 1084 {
1081 // for (int x = 0; x < 16; x++) 1085 for (int x = 0; x < 16; x+=4)
1082 // { 1086 {
1083 // SendLayerData(x, y, map); 1087 SendLayerPacket(x, y, map);
1084 // } 1088 }
1085 //} 1089 }
1086
1087 // Send LayerData in a spiral pattern. Fun!
1088 SendLayerTopRight(map, 0, 0, 15, 15);
1089 } 1090 }
1090 catch (Exception e) 1091 catch (Exception e)
1091 { 1092 {
@@ -1093,51 +1094,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1093 } 1094 }
1094 } 1095 }
1095 1096
1096 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1097 {
1098 // Row
1099 for (int i = x1; i <= x2; i++)
1100 SendLayerData(i, y1, map);
1101
1102 // Column
1103 for (int j = y1 + 1; j <= y2; j++)
1104 SendLayerData(x2, j, map);
1105
1106 if (x2 - x1 > 0)
1107 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1108 }
1109
1110 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1111 {
1112 // Row in reverse
1113 for (int i = x2; i >= x1; i--)
1114 SendLayerData(i, y2, map);
1115
1116 // Column in reverse
1117 for (int j = y2 - 1; j >= y1; j--)
1118 SendLayerData(x1, j, map);
1119
1120 if (x2 - x1 > 0)
1121 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1122 }
1123
1124 /// <summary> 1097 /// <summary>
1125 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1098 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1126 /// </summary> 1099 /// </summary>
1127 /// <param name="map">heightmap</param> 1100 /// <param name="map">heightmap</param>
1128 /// <param name="px">X coordinate for patches 0..12</param> 1101 /// <param name="px">X coordinate for patches 0..12</param>
1129 /// <param name="py">Y coordinate for patches 0..15</param> 1102 /// <param name="py">Y coordinate for patches 0..15</param>
1130 // private void SendLayerPacket(float[] map, int y, int x) 1103 private void SendLayerPacket(int x, int y, float[] map)
1131 // { 1104 {
1132 // int[] patches = new int[4]; 1105 int[] patches = new int[4];
1133 // patches[0] = x + 0 + y * 16; 1106 patches[0] = x + 0 + y * 16;
1134 // patches[1] = x + 1 + y * 16; 1107 patches[1] = x + 1 + y * 16;
1135 // patches[2] = x + 2 + y * 16; 1108 patches[2] = x + 2 + y * 16;
1136 // patches[3] = x + 3 + y * 16; 1109 patches[3] = x + 3 + y * 16;
1137 1110
1138 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1111 float[] heightmap = (map.Length == 65536) ?
1139 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1112 map :
1140 // } 1113 LLHeightFieldMoronize(map);
1114
1115 try
1116 {
1117 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1118 OutPacket(layerpack, ThrottleOutPacketType.Land);
1119 }
1120 catch
1121 {
1122 for (int px = x ; px < x + 4 ; px++)
1123 SendLayerData(px, y, map);
1124 }
1125 }
1141 1126
1142 /// <summary> 1127 /// <summary>
1143 /// Sends a specified patch to a client 1128 /// Sends a specified patch to a client
@@ -1157,7 +1142,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1157 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1142 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1158 layerpack.Header.Reliable = true; 1143 layerpack.Header.Reliable = true;
1159 1144
1160 OutPacket(layerpack, ThrottleOutPacketType.Land); 1145 OutPacket(layerpack, ThrottleOutPacketType.Task);
1161 } 1146 }
1162 catch (Exception e) 1147 catch (Exception e)
1163 { 1148 {
@@ -3429,7 +3414,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3429 3414
3430 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3415 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3431 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3416 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3432
3433 OutPacket(objupdate, ThrottleOutPacketType.Task); 3417 OutPacket(objupdate, ThrottleOutPacketType.Task);
3434 } 3418 }
3435 3419
@@ -3480,8 +3464,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3480 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3464 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3481 } 3465 }
3482 3466
3483 // HACK: Using the task category until the tiered reprioritization code is in 3467 OutPacket(terse, ThrottleOutPacketType.State);
3484 OutPacket(terse, ThrottleOutPacketType.Task);
3485 } 3468 }
3486 3469
3487 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3470 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -3971,6 +3954,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3971 { 3954 {
3972 m_propertiesPacketTimer.Stop(); 3955 m_propertiesPacketTimer.Stop();
3973 3956
3957 if (m_propertiesBlocks.Count == 0)
3958 return;
3959
3974 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3960 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3975 3961
3976 int index = 0; 3962 int index = 0;
@@ -4909,6 +4895,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4909 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4895 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4910 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4896 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4911 (x.ControlFlags != lastarg.ControlFlags) || 4897 (x.ControlFlags != lastarg.ControlFlags) ||
4898 (x.ControlFlags != 0) ||
4912 (x.Far != lastarg.Far) || 4899 (x.Far != lastarg.Far) ||
4913 (x.Flags != lastarg.Flags) || 4900 (x.Flags != lastarg.Flags) ||
4914 (x.State != lastarg.State) || 4901 (x.State != lastarg.State) ||
@@ -5279,7 +5266,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5279 args.Channel = ch; 5266 args.Channel = ch;
5280 args.From = String.Empty; 5267 args.From = String.Empty;
5281 args.Message = Utils.BytesToString(msg); 5268 args.Message = Utils.BytesToString(msg);
5282 args.Type = ChatTypeEnum.Shout; 5269 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5283 args.Position = new Vector3(); 5270 args.Position = new Vector3();
5284 args.Scene = Scene; 5271 args.Scene = Scene;
5285 args.Sender = this; 5272 args.Sender = this;