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authorTeravus Ovares (Dan Olivares)2010-12-23 03:30:09 -0500
committerTeravus Ovares (Dan Olivares)2010-12-23 03:30:09 -0500
commit46db73b62baec7baf0e33d83efbaafaadcd4db0d (patch)
tree1891cc6883f09a56cd45ea54917fc6f5609efa07
parentAdded a counter to NewFiles in Xfers to account for simultaneous object inven... (diff)
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* Re-Adding Scene TimeDilation to Object Update Packets.
* Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/IClientAPI.cs4
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs18
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs19
3 files changed, 34 insertions, 7 deletions
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index 6bca6eb..21ffa9a 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -574,11 +574,13 @@ namespace OpenSim.Framework
574 { 574 {
575 public ISceneEntity Entity; 575 public ISceneEntity Entity;
576 public PrimUpdateFlags Flags; 576 public PrimUpdateFlags Flags;
577 public float TimeDilation;
577 578
578 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags) 579 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
579 { 580 {
580 Entity = entity; 581 Entity = entity;
581 Flags = flags; 582 Flags = flags;
583 TimeDilation = timedilation;
582 } 584 }
583 } 585 }
584 586
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 929f282..f27a6eb 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -3554,7 +3554,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3554 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3554 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3555 3555
3556 lock (m_entityUpdates.SyncRoot) 3556 lock (m_entityUpdates.SyncRoot)
3557 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId); 3557 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
3558 } 3558 }
3559 3559
3560 private void ProcessEntityUpdates(int maxUpdates) 3560 private void ProcessEntityUpdates(int maxUpdates)
@@ -3570,14 +3570,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3570 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3570 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3571 // condition where a kill can be processed before an out-of-date update for the same object. 3571 // condition where a kill can be processed before an out-of-date update for the same object.
3572 lock (m_killRecord) 3572 lock (m_killRecord)
3573 { 3573 {
3574 float avgTimeDilation = 1.0f;
3574 EntityUpdate update; 3575 EntityUpdate update;
3575 while (updatesThisCall < maxUpdates) 3576 while (updatesThisCall < maxUpdates)
3576 { 3577 {
3577 lock (m_entityUpdates.SyncRoot) 3578 lock (m_entityUpdates.SyncRoot)
3578 if (!m_entityUpdates.TryDequeue(out update)) 3579 if (!m_entityUpdates.TryDequeue(out update))
3579 break; 3580 break;
3580 3581 avgTimeDilation += update.TimeDilation;
3582 avgTimeDilation *= 0.5f;
3583
3581 if (update.Entity is SceneObjectPart) 3584 if (update.Entity is SceneObjectPart)
3582 { 3585 {
3583 SceneObjectPart part = (SceneObjectPart)update.Entity; 3586 SceneObjectPart part = (SceneObjectPart)update.Entity;
@@ -3725,8 +3728,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3725 3728
3726 #region Packet Sending 3729 #region Packet Sending
3727 3730
3728 const float TIME_DILATION = 1.0f; 3731 //const float TIME_DILATION = 1.0f;
3729 ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f); 3732
3733
3734 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3730 3735
3731 if (terseAgentUpdateBlocks.IsValueCreated) 3736 if (terseAgentUpdateBlocks.IsValueCreated)
3732 { 3737 {
@@ -3739,7 +3744,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3739 3744
3740 for (int i = 0; i < blocks.Count; i++) 3745 for (int i = 0; i < blocks.Count; i++)
3741 packet.ObjectData[i] = blocks[i]; 3746 packet.ObjectData[i] = blocks[i];
3742 3747
3748
3743 OutPacket(packet, ThrottleOutPacketType.Unknown, true); 3749 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3744 } 3750 }
3745 3751
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 7fd59a0..eb97f41 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -287,6 +287,9 @@ namespace OpenSim.Region.Physics.OdePlugin
287 private OdePrim cp1; 287 private OdePrim cp1;
288 private OdeCharacter cc2; 288 private OdeCharacter cc2;
289 private OdePrim cp2; 289 private OdePrim cp2;
290 private int tickCountFrameRun;
291
292 private int latertickcount=0;
290 //private int cStartStop = 0; 293 //private int cStartStop = 0;
291 //private string cDictKey = ""; 294 //private string cDictKey = "";
292 295
@@ -3123,6 +3126,22 @@ namespace OpenSim.Region.Physics.OdePlugin
3123 } 3126 }
3124 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); 3127 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3125 } 3128 }
3129 latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
3130
3131 // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
3132 // has a max of 100 ms to run theoretically.
3133 // If the main loop stalls, it calls Simulate later which makes the tick count ms larger.
3134 // If Physics stalls, it takes longer which makes the tick count ms larger.
3135
3136 if (latertickcount < 100)
3137 m_timeDilation = 1.0f;
3138 else
3139 {
3140 m_timeDilation = 100f / latertickcount;
3141 //m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f);
3142 }
3143
3144 tickCountFrameRun = Util.EnvironmentTickCount();
3126 } 3145 }
3127 3146
3128 return fps; 3147 return fps;