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author | UbitUmarov | 2014-08-04 20:32:11 +0100 |
---|---|---|
committer | UbitUmarov | 2014-08-04 20:32:11 +0100 |
commit | 3d81f25e34cd7d536ad0e36242703ac1bc56038d (patch) | |
tree | ea317cda089e8c7e01e13077fc8038bff8ecd14d /OpenSim/Region/ClientStack | |
parent | start sending terrain in scenePresence after well defined avatar. Minor (diff) | |
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Revert "start sending terrain in scenePresence after well defined avatar. Minor"
This reverts commit 05a2feba5d780c57c252891a20071800fd9f2e3e.
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 28 | ||||
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 34 |
2 files changed, 25 insertions, 37 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7d61577..34a2797 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -577,10 +577,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
577 | 577 | ||
578 | // Fire the callback for this connection closing | 578 | // Fire the callback for this connection closing |
579 | if (OnConnectionClosed != null) | 579 | if (OnConnectionClosed != null) |
580 | { | ||
581 | OnConnectionClosed(this); | 580 | OnConnectionClosed(this); |
582 | } | ||
583 | |||
584 | 581 | ||
585 | // Flush all of the packets out of the UDP server for this client | 582 | // Flush all of the packets out of the UDP server for this client |
586 | if (m_udpServer != null) | 583 | if (m_udpServer != null) |
@@ -5521,7 +5518,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5521 | AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject); | 5518 | AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject); |
5522 | AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand); | 5519 | AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand); |
5523 | 5520 | ||
5524 | AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false); | 5521 | // AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false); |
5522 | AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, true); | ||
5525 | 5523 | ||
5526 | AddLocalPacketHandler(PacketType.AgentWearablesRequest, HandlerAgentWearablesRequest); | 5524 | AddLocalPacketHandler(PacketType.AgentWearablesRequest, HandlerAgentWearablesRequest); |
5527 | AddLocalPacketHandler(PacketType.AgentSetAppearance, HandlerAgentSetAppearance); | 5525 | AddLocalPacketHandler(PacketType.AgentSetAppearance, HandlerAgentSetAppearance); |
@@ -5734,15 +5732,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5734 | #region Scene/Avatar | 5732 | #region Scene/Avatar |
5735 | 5733 | ||
5736 | // Threshold for body rotation to be a significant agent update | 5734 | // Threshold for body rotation to be a significant agent update |
5737 | // private const float QDELTA = 0.000001f; | 5735 | private const float QDELTA = 0.000001f; |
5738 | // QDELTA is now relative to abs of cos of angle between orientations | ||
5739 | |||
5740 | private const float QDELTABODY = 1 - 0.0001f; | ||
5741 | private const float QDELTAHEAD = 1 - 0.0001f; | ||
5742 | |||
5743 | // Threshold for camera rotation to be a significant agent update | 5736 | // Threshold for camera rotation to be a significant agent update |
5744 | private const float VDELTA = 0.01f; | 5737 | private const float VDELTA = 0.01f; |
5745 | 5738 | ||
5746 | /// <summary> | 5739 | /// <summary> |
5747 | /// This checks the update significance against the last update made. | 5740 | /// This checks the update significance against the last update made. |
5748 | /// </summary> | 5741 | /// </summary> |
@@ -5762,18 +5755,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5762 | /// <param name='x'></param> | 5755 | /// <param name='x'></param> |
5763 | private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) | 5756 | private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) |
5764 | { | 5757 | { |
5765 | // float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); | 5758 | float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); |
5766 | //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); | 5759 | //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); |
5767 | // now using abs of cos | ||
5768 | float qdelta1 = (float)Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation)); | ||
5769 | float qdelta2 = (float)Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation)); | ||
5770 | 5760 | ||
5771 | bool movementSignificant = | 5761 | bool movementSignificant = |
5772 | // (qdelta1 > QDELTA) // significant if body rotation above threshold | 5762 | (qdelta1 > QDELTA) // significant if body rotation above threshold |
5773 | (qdelta1 < QDELTABODY) // higher angle lower cos | 5763 | // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack |
5774 | // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack | ||
5775 | // || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold | 5764 | // || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold |
5776 | || (qdelta2 < QDELTAHEAD) // using cos above | ||
5777 | || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed | 5765 | || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed |
5778 | || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands | 5766 | || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands |
5779 | || (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed | 5767 | || (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed |
@@ -6488,7 +6476,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
6488 | Action<IClientAPI> handlerRegionHandShakeReply = OnRegionHandShakeReply; | 6476 | Action<IClientAPI> handlerRegionHandShakeReply = OnRegionHandShakeReply; |
6489 | if (handlerRegionHandShakeReply != null) | 6477 | if (handlerRegionHandShakeReply != null) |
6490 | { | 6478 | { |
6491 | // Thread.Sleep(500); | 6479 | Thread.Sleep(500); |
6492 | handlerRegionHandShakeReply(this); | 6480 | handlerRegionHandShakeReply(this); |
6493 | } | 6481 | } |
6494 | 6482 | ||
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index a3fdae1..b7c8594 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | |||
@@ -1750,10 +1750,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1750 | endPoint, | 1750 | endPoint, |
1751 | sessionInfo); | 1751 | sessionInfo); |
1752 | 1752 | ||
1753 | // Send ack straight away to let the viewer know that the connection is active. | ||
1754 | // The client will be null if it already exists (e.g. if on a region crossing the client sends a use | ||
1755 | // circuit code to the existing child agent. This is not particularly obvious. | ||
1756 | SendAckImmediate(endPoint, uccp.Header.Sequence); | ||
1757 | |||
1758 | // We only want to send initial data to new clients, not ones which are being converted from child to root. | ||
1759 | if (client != null) | ||
1760 | { | ||
1761 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); | ||
1762 | bool tp = (aCircuit.teleportFlags > 0); | ||
1763 | // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from | ||
1764 | if (!tp) | ||
1765 | client.SceneAgent.SendInitialDataToMe(); | ||
1766 | } | ||
1767 | |||
1753 | // Now we know we can handle more data | 1768 | // Now we know we can handle more data |
1754 | // Thread.Sleep(200); | 1769 | Thread.Sleep(200); |
1755 | 1770 | ||
1756 | // Obtain the pending queue and remove it from the cache | 1771 | // Obtain the queue and remove it from the cache |
1757 | Queue<UDPPacketBuffer> queue = null; | 1772 | Queue<UDPPacketBuffer> queue = null; |
1758 | 1773 | ||
1759 | lock (m_pendingCache) | 1774 | lock (m_pendingCache) |
@@ -1775,21 +1790,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1775 | PacketReceived(buf); | 1790 | PacketReceived(buf); |
1776 | } | 1791 | } |
1777 | queue = null; | 1792 | queue = null; |
1778 | |||
1779 | // Send ack straight away to let the viewer know that the connection is active. | ||
1780 | // The client will be null if it already exists (e.g. if on a region crossing the client sends a use | ||
1781 | // circuit code to the existing child agent. This is not particularly obvious. | ||
1782 | SendAckImmediate(endPoint, uccp.Header.Sequence); | ||
1783 | |||
1784 | // We only want to send initial data to new clients, not ones which are being converted from child to root. | ||
1785 | if (client != null) | ||
1786 | { | ||
1787 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); | ||
1788 | bool tp = (aCircuit.teleportFlags > 0); | ||
1789 | // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from | ||
1790 | if (!tp) | ||
1791 | client.SceneAgent.SendInitialDataToMe(); | ||
1792 | } | ||
1793 | } | 1793 | } |
1794 | else | 1794 | else |
1795 | { | 1795 | { |