From 16f6f55f2d203f9ef40fba85860bb9dbd416bd0f Mon Sep 17 00:00:00 2001
From: dahlia
Date: Tue, 26 Apr 2011 16:22:44 -0700
Subject: network traffic reduction - decrease update frequency for moving
avatars when velocity is unchanged
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 34 +++++++++++++++++-------
1 file changed, 24 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ef0eb89..e4413a9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2340,12 +2340,14 @@ namespace OpenSim.Region.Framework.Scenes
#region Update Client(s)
+
///
/// Sends a location update to the client connected to this scenePresence
///
///
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
+
// If the client is inactive, it's getting its updates from another
// server.
if (remoteClient.IsActive)
@@ -2358,8 +2360,8 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
remoteClient.SendPrimUpdate(
- this,
- PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
+ this,
+ PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
@@ -2367,16 +2369,31 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+
+ // vars to support reduced update frequency when velocity is unchanged
+ private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
+ private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount();
+
///
/// Send a location/velocity/accelleration update to all agents in scene
///
public void SendTerseUpdateToAllClients()
{
- m_perfMonMS = Util.EnvironmentTickCount();
-
- m_scene.ForEachClient(SendTerseUpdateToClient);
+ int currentTick = Util.EnvironmentTickCount();
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
+ // decrease update frequency when avatar is moving but velocity is not changing
+ if (m_velocity.Length() < 0.01f
+ || Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f
+ || currentTick - lastTerseUpdateToAllClientsTick > 1500)
+ {
+ m_perfMonMS = currentTick;
+ lastVelocitySentToAllClients = m_velocity;
+ lastTerseUpdateToAllClientsTick = currentTick;
+
+ m_scene.ForEachClient(SendTerseUpdateToClient);
+
+ m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
+ }
}
public void SendCoarseLocations(List coarseLocations, List avatarUUIDs)
@@ -3268,10 +3285,7 @@ namespace OpenSim.Region.Framework.Scenes
m_updateflag = true;
- // The magic constant 0.95f seems to make walking feel less jerky,
- // probably because it hackishly accounts for the overall latency of
- // these Velocity updates -- Diva
- Velocity = force * .95F;
+ Velocity = force;
m_forceToApply = null;
}
--
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