From 9dbcb4e5f687f576ec23794cdf85b41130fea0b0 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Mon, 10 Jul 2017 19:31:35 +0100 Subject: on entities updates throttles vectors needed to be compared as vectors, not just their norms --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 133 ++++++++++++++++++--- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 +-- 2 files changed, 116 insertions(+), 32 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f9699b1..576a013 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -369,9 +369,9 @@ namespace OpenSim.Region.Framework.Scenes protected Vector3 m_lastPosition; protected Quaternion m_lastRotation; protected Vector3 m_lastVelocity; - protected Vector3 m_lastAcceleration; + protected Vector3 m_lastAcceleration; // acceleration is a derived var with high noise protected Vector3 m_lastAngularVelocity; - protected int m_lastUpdateSentTime; + protected double m_lastUpdateSentTime; protected float m_buoyancy = 0.0f; protected Vector3 m_force; protected Vector3 m_torque; @@ -2875,7 +2875,7 @@ namespace OpenSim.Region.Framework.Scenes public void PhysicsCollision(EventArgs e) { - if (ParentGroup.Scene == null || ParentGroup.IsDeleted) + if (ParentGroup.Scene == null || ParentGroup.IsDeleted || ParentGroup.inTransit) return; // this a thread from physics ( heartbeat ) @@ -3331,7 +3331,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter m_lastVelocity = Velocity; m_lastAcceleration = Acceleration; m_lastAngularVelocity = AngularVelocity; - m_lastUpdateSentTime = Environment.TickCount; + m_lastUpdateSentTime = Util.GetTimeStampMS(); ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { @@ -3350,7 +3350,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter m_lastVelocity = Velocity; m_lastAcceleration = Acceleration; m_lastAngularVelocity = AngularVelocity; - m_lastUpdateSentTime = Environment.TickCount; + m_lastUpdateSentTime = Util.GetTimeStampMS(); if (ParentGroup.IsAttachment) { @@ -3396,31 +3396,122 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); } + /// /// Tell all the prims which have had updates scheduled /// public void SendScheduledUpdates() { const float ROTATION_TOLERANCE = 0.01f; - const float VELOCITY_TOLERANCE = 0.001f; + const float VELOCITY_TOLERANCE = 0.1f; // terse update vel has low resolution const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary - const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. - + const double TIME_MS_TOLERANCE = 200f; //llSetPos has a 200ms delay. This should NOT be 3 seconds. + switch (UpdateFlag) { + // this is wrong we need to get back to this case UpdateRequired.TERSE: { ClearUpdateSchedule(); - // Throw away duplicate or insignificant updates - if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || - !Acceleration.Equals(m_lastAcceleration) || - !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || - Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || - !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || - !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || - Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) + + bool needupdate = true; + double now = Util.GetTimeStampMS(); + Vector3 curvel = Velocity; + Vector3 curacc = Acceleration; + Vector3 angvel = AngularVelocity; + + while(true) // just to avoid ugly goto { - SendTerseUpdateToAllClientsInternal(); + double elapsed = now - m_lastUpdateSentTime; + + // minimal rate also for the other things on terse updates + if (elapsed > TIME_MS_TOLERANCE) + break; + + if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE || + Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE || + Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE) + break; + + // velocity change is also direction not only norm) + if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE || + Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE || + Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE) + break; + + float vx = Math.Abs(curvel.X); + if(vx > 128.0) + break; + float vy = Math.Abs(curvel.Y); + if(vy > 128.0) + break; + float vz = Math.Abs(curvel.Z); + if(vz > 128.0) + break; + + if ( + vx < VELOCITY_TOLERANCE && + vy < VELOCITY_TOLERANCE && + vz < VELOCITY_TOLERANCE + ) + { + if(!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) + break; + + if (vx < 1e-4 && + vy < 1e-4 && + vz < 1e-4 && + ( + Math.Abs(m_lastVelocity.X) > 1e-4 || + Math.Abs(m_lastVelocity.Y) > 1e-4 || + Math.Abs(m_lastVelocity.Z) > 1e-4 + )) + break; + } + + if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE || + Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE || + Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE) + break; + + // viewer interpolators have a limit of 128m/s + float ax = Math.Abs(angvel.X); + if(ax > 64.0) + break; + float ay = Math.Abs(angvel.Y); + if(ay > 64.0) + break; + float az = Math.Abs(angvel.Z); + if(az > 64.0) + break; + + if ( + ax < VELOCITY_TOLERANCE && + ay < VELOCITY_TOLERANCE && + az < VELOCITY_TOLERANCE && + !RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) + ) + break; + + needupdate = false; + break; + } + + if(needupdate) + { + + // Update the "last" values + m_lastPosition = OffsetPosition; + m_lastRotation = RotationOffset; + m_lastVelocity = curvel; + m_lastAcceleration = curacc; + m_lastAngularVelocity = angvel; + m_lastUpdateSentTime = now; + + ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) + { + SendTerseUpdateToClient(client); + }); } break; } @@ -3442,13 +3533,15 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter if (ParentGroup == null || ParentGroup.Scene == null) return; + ClearUpdateSchedule(); + // Update the "last" values m_lastPosition = OffsetPosition; m_lastRotation = RotationOffset; m_lastVelocity = Velocity; m_lastAcceleration = Acceleration; m_lastAngularVelocity = AngularVelocity; - m_lastUpdateSentTime = Environment.TickCount; + m_lastUpdateSentTime = Util.GetTimeStampMS(); ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) { @@ -3461,13 +3554,15 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter if (ParentGroup == null || ParentGroup.Scene == null) return; + ClearUpdateSchedule(); + // Update the "last" values m_lastPosition = OffsetPosition; m_lastRotation = RotationOffset; m_lastVelocity = Velocity; m_lastAcceleration = Acceleration; m_lastAngularVelocity = AngularVelocity; - m_lastUpdateSentTime = Environment.TickCount; + m_lastUpdateSentTime = Util.GetTimeStampMS(); if (ParentGroup.IsAttachment) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7e3adb9..c1b62af 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3789,17 +3789,6 @@ namespace OpenSim.Region.Framework.Scenes // Send terse position update if not sitting and position, velocity, or rotation // has changed significantly from last sent update - if (!IsSatOnObject && ( - !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) - || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) - || !m_pos.ApproxEquals(m_lastPosition, POSITION_LARGETOLERANCE) - // if velocity is zero and it wasn't zero last time, send the update - || (Velocity == Vector3.Zero && m_lastVelocity != Vector3.Zero) - // if position has moved just a little and velocity is very low, send the update - || (!m_pos.ApproxEquals(m_lastPosition, POSITION_SMALLTOLERANCE) && Velocity.LengthSquared() < LOWVELOCITYSQ ) - ) ) - { -/* if (!IsSatOnObject) { // this does need to be more complex later @@ -3813,6 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes Math.Abs(m_bodyRot.Y - m_lastRotation.Y) > ROTATION_TOLERANCE || Math.Abs(m_bodyRot.Z - m_lastRotation.Z) > ROTATION_TOLERANCE || + (vel == Vector3.Zero && m_lastVelocity != Vector3.Zero) || Math.Abs(dpos.X) > POSITION_LARGETOLERANCE || Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE || Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE || @@ -3823,9 +3813,8 @@ namespace OpenSim.Region.Framework.Scenes && vel.LengthSquared() < LOWVELOCITYSQ )) { -*/ SendTerseUpdateToAllClients(); -// } + } } CheckForSignificantMovement(); } -- cgit v1.1