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author | UbitUmarov | 2016-10-15 20:26:23 +0100 |
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committer | UbitUmarov | 2016-10-15 20:26:23 +0100 |
commit | 7cd4fa8cf5f51e576aeb866a83649206e37e8483 (patch) | |
tree | c146a1d808d950bcd8d27bc28c0e555038041c67 /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.cs | 9 |
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 |