diff options
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 33 |
1 files changed, 30 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e775a81..f0d8181 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
327 | private PriorityQueue m_entityProps; | 327 | private PriorityQueue m_entityProps; |
328 | private Prioritizer m_prioritizer; | 328 | private Prioritizer m_prioritizer; |
329 | private bool m_disableFacelights = false; | 329 | private bool m_disableFacelights = false; |
330 | 330 | private volatile bool m_justEditedTerrain = false; | |
331 | /// <value> | 331 | /// <value> |
332 | /// List used in construction of data blocks for an object update packet. This is to stop us having to | 332 | /// List used in construction of data blocks for an object update packet. This is to stop us having to |
333 | /// continually recreate it. | 333 | /// continually recreate it. |
@@ -1245,9 +1245,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1245 | LLHeightFieldMoronize(map); | 1245 | LLHeightFieldMoronize(map); |
1246 | 1246 | ||
1247 | LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); | 1247 | LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); |
1248 | layerpack.Header.Reliable = true; | 1248 | |
1249 | // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience. | ||
1250 | // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain. | ||
1251 | // We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area | ||
1252 | // invalidating previous packets for that area. | ||
1249 | 1253 | ||
1250 | OutPacket(layerpack, ThrottleOutPacketType.Land); | 1254 | // It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a |
1255 | // tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower. | ||
1256 | |||
1257 | // One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will | ||
1258 | // have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain | ||
1259 | // patches. | ||
1260 | |||
1261 | // m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss. | ||
1262 | if (m_justEditedTerrain) | ||
1263 | { | ||
1264 | layerpack.Header.Reliable = false; | ||
1265 | OutPacket(layerpack, | ||
1266 | ThrottleOutPacketType.Unknown ); | ||
1267 | } | ||
1268 | else | ||
1269 | { | ||
1270 | layerpack.Header.Reliable = true; | ||
1271 | OutPacket(layerpack, | ||
1272 | ThrottleOutPacketType.Land); | ||
1273 | } | ||
1251 | } | 1274 | } |
1252 | catch (Exception e) | 1275 | catch (Exception e) |
1253 | { | 1276 | { |
@@ -6269,6 +6292,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
6269 | //m_log.Info("[LAND]: LAND:" + modify.ToString()); | 6292 | //m_log.Info("[LAND]: LAND:" + modify.ToString()); |
6270 | if (modify.ParcelData.Length > 0) | 6293 | if (modify.ParcelData.Length > 0) |
6271 | { | 6294 | { |
6295 | // Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore, | ||
6296 | // a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit. | ||
6297 | m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable | ||
6272 | if (OnModifyTerrain != null) | 6298 | if (OnModifyTerrain != null) |
6273 | { | 6299 | { |
6274 | for (int i = 0; i < modify.ParcelData.Length; i++) | 6300 | for (int i = 0; i < modify.ParcelData.Length; i++) |
@@ -6284,6 +6310,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
6284 | } | 6310 | } |
6285 | } | 6311 | } |
6286 | } | 6312 | } |
6313 | m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again | ||
6287 | } | 6314 | } |
6288 | 6315 | ||
6289 | return true; | 6316 | return true; |