From 588361e2a2398b963871762c2b5485c6a086cf47 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 23 Oct 2009 01:02:36 -0700 Subject: Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 141 ++++++++++----------- 1 file changed, 70 insertions(+), 71 deletions(-) (limited to 'OpenSim/Region/ClientStack') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 5acf25f..e81ff4b 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -4434,6 +4434,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP protected virtual void RegisterLocalPacketHandlers() { AddLocalPacketHandler(PacketType.LogoutRequest, Logout); + AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate); AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect); AddLocalPacketHandler(PacketType.AgentCachedTexture, AgentTextureCached); AddLocalPacketHandler(PacketType.MultipleObjectUpdate, MultipleObjUpdate); @@ -4446,6 +4447,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Packet Handlers + private bool HandleAgentUpdate(IClientAPI sener, Packet Pack) + { + if (OnAgentUpdate != null) + { + bool update = false; + AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack; + + #region Packet Session and User Check + if (agenUpdate.AgentData.SessionID != SessionId || agenUpdate.AgentData.AgentID != AgentId) + return false; + #endregion + + AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData; + + // We can only check when we have something to check + // against. + + if (lastarg != null) + { + update = + ( + (x.BodyRotation != lastarg.BodyRotation) || + (x.CameraAtAxis != lastarg.CameraAtAxis) || + (x.CameraCenter != lastarg.CameraCenter) || + (x.CameraLeftAxis != lastarg.CameraLeftAxis) || + (x.CameraUpAxis != lastarg.CameraUpAxis) || + (x.ControlFlags != lastarg.ControlFlags) || + (x.Far != lastarg.Far) || + (x.Flags != lastarg.Flags) || + (x.State != lastarg.State) || + (x.HeadRotation != lastarg.HeadRotation) || + (x.SessionID != lastarg.SessionID) || + (x.AgentID != lastarg.AgentID) + ); + } + else + update = true; + + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. + + if (update) + { + AgentUpdateArgs arg = new AgentUpdateArgs(); + arg.AgentID = x.AgentID; + arg.BodyRotation = x.BodyRotation; + arg.CameraAtAxis = x.CameraAtAxis; + arg.CameraCenter = x.CameraCenter; + arg.CameraLeftAxis = x.CameraLeftAxis; + arg.CameraUpAxis = x.CameraUpAxis; + arg.ControlFlags = x.ControlFlags; + arg.Far = x.Far; + arg.Flags = x.Flags; + arg.HeadRotation = x.HeadRotation; + arg.SessionID = x.SessionID; + arg.State = x.State; + UpdateAgent handlerAgentUpdate = OnAgentUpdate; + lastarg = arg; // save this set of arguments for nexttime + if (handlerAgentUpdate != null) + OnAgentUpdate(this, arg); + + handlerAgentUpdate = null; + } + } + + return true; + } + private bool HandleMoneyTransferRequest(IClientAPI sender, Packet Pack) { MoneyTransferRequestPacket money = (MoneyTransferRequestPacket)Pack; @@ -5631,77 +5701,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP break; - case PacketType.AgentUpdate: - if (OnAgentUpdate != null) - { - bool update = false; - AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack; - - #region Packet Session and User Check - if (m_checkPackets) - { - if (agenUpdate.AgentData.SessionID != SessionId || - agenUpdate.AgentData.AgentID != AgentId) - break; - } - #endregion - - AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData; - - // We can only check when we have something to check - // against. - - if (lastarg != null) - { - update = - ( - (x.BodyRotation != lastarg.BodyRotation) || - (x.CameraAtAxis != lastarg.CameraAtAxis) || - (x.CameraCenter != lastarg.CameraCenter) || - (x.CameraLeftAxis != lastarg.CameraLeftAxis) || - (x.CameraUpAxis != lastarg.CameraUpAxis) || - (x.ControlFlags != lastarg.ControlFlags) || - (x.Far != lastarg.Far) || - (x.Flags != lastarg.Flags) || - (x.State != lastarg.State) || - (x.HeadRotation != lastarg.HeadRotation) || - (x.SessionID != lastarg.SessionID) || - (x.AgentID != lastarg.AgentID) - ); - } - else - update = true; - - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - - if (update) - { - AgentUpdateArgs arg = new AgentUpdateArgs(); - arg.AgentID = x.AgentID; - arg.BodyRotation = x.BodyRotation; - arg.CameraAtAxis = x.CameraAtAxis; - arg.CameraCenter = x.CameraCenter; - arg.CameraLeftAxis = x.CameraLeftAxis; - arg.CameraUpAxis = x.CameraUpAxis; - arg.ControlFlags = x.ControlFlags; - arg.Far = x.Far; - arg.Flags = x.Flags; - arg.HeadRotation = x.HeadRotation; - arg.SessionID = x.SessionID; - arg.State = x.State; - UpdateAgent handlerAgentUpdate = OnAgentUpdate; - lastarg = arg; // save this set of arguments for nexttime - if (handlerAgentUpdate != null) - OnAgentUpdate(this, arg); - - handlerAgentUpdate = null; - } - - } - break; - case PacketType.AgentAnimation: AgentAnimationPacket AgentAni = (AgentAnimationPacket)Pack; -- cgit v1.1