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authorDiva Canto2013-07-20 12:20:35 -0700
committerDiva Canto2013-07-21 09:00:42 -0700
commitd5a1779465b6d875ebe5822ce6f15df3378b759f (patch)
tree6c794ccabc5c3cbbc27bdfe94c6f4147f2c2aa99 /OpenSim/Region/Framework/Scenes
parentFixed the stats in show client stats. Also left some comments with observatio... (diff)
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Manage AgentUpdates more sanely:
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs110
1 files changed, 70 insertions, 40 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 990ef6e..5543964 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
801 { 801 {
802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
803 ControllingClient.OnAgentUpdate += HandleAgentUpdate; 803 ControllingClient.OnAgentUpdate += HandleAgentUpdate;
804 ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate;
804 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; 805 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 ControllingClient.OnAgentSit += HandleAgentSit; 806 ControllingClient.OnAgentSit += HandleAgentSit;
806 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 807 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
@@ -1438,9 +1439,9 @@ namespace OpenSim.Region.Framework.Scenes
1438 /// </summary> 1439 /// </summary>
1439 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1440 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1440 { 1441 {
1441// m_log.DebugFormat( 1442 //m_log.DebugFormat(
1442// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", 1443 // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
1443// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); 1444 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1444 1445
1445 if (IsChildAgent) 1446 if (IsChildAgent)
1446 { 1447 {
@@ -1448,10 +1449,6 @@ namespace OpenSim.Region.Framework.Scenes
1448 return; 1449 return;
1449 } 1450 }
1450 1451
1451 ++m_movementUpdateCount;
1452 if (m_movementUpdateCount < 1)
1453 m_movementUpdateCount = 1;
1454
1455 #region Sanity Checking 1452 #region Sanity Checking
1456 1453
1457 // This is irritating. Really. 1454 // This is irritating. Really.
@@ -1482,21 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1482 1479
1483 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1480 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1484 1481
1485 // Camera location in world. We'll need to raytrace
1486 // from this location from time to time.
1487 CameraPosition = agentData.CameraCenter;
1488 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1489 {
1490 ReprioritizeUpdates();
1491 m_lastCameraPosition = CameraPosition;
1492 }
1493
1494 // Use these three vectors to figure out what the agent is looking at
1495 // Convert it to a Matrix and/or Quaternion
1496 CameraAtAxis = agentData.CameraAtAxis;
1497 CameraLeftAxis = agentData.CameraLeftAxis;
1498 CameraUpAxis = agentData.CameraUpAxis;
1499
1500 // The Agent's Draw distance setting 1482 // The Agent's Draw distance setting
1501 // When we get to the point of re-computing neighbors everytime this 1483 // When we get to the point of re-computing neighbors everytime this
1502 // changes, then start using the agent's drawdistance rather than the 1484 // changes, then start using the agent's drawdistance rather than the
@@ -1504,12 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes
1504 // DrawDistance = agentData.Far; 1486 // DrawDistance = agentData.Far;
1505 DrawDistance = Scene.DefaultDrawDistance; 1487 DrawDistance = Scene.DefaultDrawDistance;
1506 1488
1507 // Check if Client has camera in 'follow cam' or 'build' mode.
1508 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1509
1510 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1511 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1512
1513 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1489 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1514 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1490 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1515 1491
@@ -1529,17 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes
1529 StandUp(); 1505 StandUp();
1530 } 1506 }
1531 1507
1532 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1533 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1534 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1535 {
1536 if (m_followCamAuto)
1537 {
1538 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1539 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1540 }
1541 }
1542
1543 uint flagsForScripts = (uint)flags; 1508 uint flagsForScripts = (uint)flags;
1544 flags = RemoveIgnoredControls(flags, IgnoredControls); 1509 flags = RemoveIgnoredControls(flags, IgnoredControls);
1545 1510
@@ -1764,9 +1729,74 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 1729 }
1765 1730
1766 m_scene.EventManager.TriggerOnClientMovement(this); 1731 m_scene.EventManager.TriggerOnClientMovement(this);
1767 TriggerScenePresenceUpdated();
1768 } 1732 }
1769 1733
1734
1735 /// <summary>
1736 /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
1737 /// </summary>
1738 public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1739 {
1740 //m_log.DebugFormat(
1741 // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
1742 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1743
1744 if (IsChildAgent)
1745 {
1746 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1747 return;
1748 }
1749
1750 ++m_movementUpdateCount;
1751 if (m_movementUpdateCount < 1)
1752 m_movementUpdateCount = 1;
1753
1754
1755 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1756
1757 // Camera location in world. We'll need to raytrace
1758 // from this location from time to time.
1759 CameraPosition = agentData.CameraCenter;
1760 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1761 {
1762 ReprioritizeUpdates();
1763 m_lastCameraPosition = CameraPosition;
1764 }
1765
1766 // Use these three vectors to figure out what the agent is looking at
1767 // Convert it to a Matrix and/or Quaternion
1768 CameraAtAxis = agentData.CameraAtAxis;
1769 CameraLeftAxis = agentData.CameraLeftAxis;
1770 CameraUpAxis = agentData.CameraUpAxis;
1771
1772 // The Agent's Draw distance setting
1773 // When we get to the point of re-computing neighbors everytime this
1774 // changes, then start using the agent's drawdistance rather than the
1775 // region's draw distance.
1776 // DrawDistance = agentData.Far;
1777 DrawDistance = Scene.DefaultDrawDistance;
1778
1779 // Check if Client has camera in 'follow cam' or 'build' mode.
1780 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1781
1782 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1783 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1784
1785
1786 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1787 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1788 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1789 {
1790 if (m_followCamAuto)
1791 {
1792 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1793 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1794 }
1795 }
1796
1797 TriggerScenePresenceUpdated();
1798 }
1799
1770 /// <summary> 1800 /// <summary>
1771 /// Calculate an update to move the presence to the set target. 1801 /// Calculate an update to move the presence to the set target.
1772 /// </summary> 1802 /// </summary>