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authorUbitUmarov2016-10-15 20:26:23 +0100
committerUbitUmarov2016-10-15 20:26:23 +0100
commit7cd4fa8cf5f51e576aeb866a83649206e37e8483 (patch)
treec146a1d808d950bcd8d27bc28c0e555038041c67 /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
parent change math on GetParcelMaxPrimCount and GetSimulatorMaxPrimCount to reduce ... (diff)
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bug fix: We can't filter out any of the avatar controls relative to movement, even if not flying (a condition i incorrectly added recently) in fact the entire AgentUpdates throotling is questionable, since its viewer Job. But keeping it...
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs9
1 files changed, 5 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 2650be4..48cb85e 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -6173,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6173 6173
6174 // Threshold for body rotation to be a significant agent update 6174 // Threshold for body rotation to be a significant agent update
6175 // use the abs of cos 6175 // use the abs of cos
6176 private const float QDELTABody = 1.0f - 0.0001f; 6176 private const float QDELTABody = 1.0f - 0.00005f;
6177 private const float QDELTAHead = 1.0f - 0.0001f; 6177 private const float QDELTAHead = 1.0f - 0.00005f;
6178 // Threshold for camera rotation to be a significant agent update 6178 // Threshold for camera rotation to be a significant agent update
6179 private const float VDELTA = 0.01f; 6179 private const float VDELTA = 0.01f;
6180 6180
@@ -6199,8 +6199,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6199 { 6199 {
6200 if( 6200 if(
6201 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed 6201 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
6202 || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 && 6202// || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
6203 (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly 6203// (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
6204 || (x.ControlFlags & 0x3f8dfff) != 0 // actually all movement controls need to pass
6204 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed 6205 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
6205 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed 6206 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
6206 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed 6207 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed