From 6e01769bcff35be9cace62a0342cf2d275608891 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Tue, 12 Feb 2008 04:27:20 +0000 Subject: * A bunch of updates to make things more smooth. ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08. --- OpenSim/Region/ClientStack/ClientView.cs | 2 +- OpenSim/Region/Environment/Scenes/InnerScene.cs | 2 +- OpenSim/Region/Environment/Scenes/Scene.cs | 15 ++++-- .../Region/Environment/Scenes/SceneObjectGroup.cs | 5 +- .../Region/Environment/Scenes/SceneObjectPart.cs | 19 ++++---- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 2 +- .../Region/Environment/Scenes/SimStatsReporter.cs | 14 +++--- OpenSim/Region/Physics/Manager/PhysicsVector.cs | 57 +++++++++++++++++++++- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 40 ++++++++++++--- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 ++++- 10 files changed, 133 insertions(+), 34 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs index cb076b5..41ec783 100644 --- a/OpenSim/Region/ClientStack/ClientView.cs +++ b/OpenSim/Region/ClientStack/ClientView.cs @@ -1567,7 +1567,7 @@ namespace OpenSim.Region.ClientStack ObjectUpdatePacket objupdate = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); // TODO: don't create new blocks if recycling an old packet objupdate.RegionData.RegionHandle = regionHandle; - objupdate.RegionData.TimeDilation = 64096; + objupdate.RegionData.TimeDilation = ushort.MaxValue; objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; objupdate.ObjectData[0] = CreateDefaultAvatarPacket(textureEntry); diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 219db63..7831858 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs @@ -240,7 +240,7 @@ namespace OpenSim.Region.Environment.Scenes if (TryGetAvatar(remoteClient.AgentId, out av)) { ObjectUpdatePacket objupdate = new ObjectUpdatePacket(); objupdate.RegionData.RegionHandle = m_regInfo.RegionHandle; - objupdate.RegionData.TimeDilation = 64096; + objupdate.RegionData.TimeDilation = ushort.MaxValue; objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[2]; // avatar stuff - horrible group copypaste diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 6b4f377..b797cc3 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -69,7 +69,7 @@ namespace OpenSim.Region.Environment.Scenes public InnerScene m_innerScene; private Random Rand = new Random(); - private uint _primCount = 702000; + private uint _primCount = 720000; private readonly Mutex _primAllocateMutex = new Mutex(false); private int m_timePhase = 24; @@ -113,7 +113,7 @@ namespace OpenSim.Region.Environment.Scenes protected int m_fps = 10; protected int m_frame = 0; - protected float m_timespan = 0.1f; + protected float m_timespan = 0.089f; protected DateTime m_lastupdate = DateTime.Now; protected float m_timedilation = 1.0f; @@ -750,8 +750,17 @@ namespace OpenSim.Region.Environment.Scenes finally { updateLock.ReleaseMutex(); + // Get actual time dilation + float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds); - m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds; + // If actual time dilation is greater then one, we're catching up, so subtract + // the amount that's greater then 1 from the time dilation + if (tmpval > 1.0) + { + tmpval = tmpval - (tmpval - 1.0f); + } + m_timedilation = tmpval; + m_lastupdate = DateTime.Now; } } diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index a745d9c..3b146ea 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -1593,7 +1593,10 @@ namespace OpenSim.Region.Environment.Scenes part.UpdateMovement(); } } - + public float GetTimeDilation() + { + return m_scene.TimeDilation; + } /// /// Added as a way for the storage provider to reset the scene, /// most likely a better way to do this sort of thing but for now... diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 180ed51..7900900 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -94,10 +94,12 @@ namespace OpenSim.Region.Environment.Scenes public byte ObjectSaleType; public int SalePrice; public uint Category; + public Int32 CreationDate; public uint ParentID = 0; + private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero; private Vector3 m_sitTargetPosition = new Vector3(0, 0, 0); private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1); private LLUUID m_sitTargetAvatar = LLUUID.Zero; @@ -417,9 +419,7 @@ namespace OpenSim.Region.Environment.Scenes { if (PhysActor.IsPhysical) { - m_rotationalvelocity.X = PhysActor.RotationalVelocity.X; - m_rotationalvelocity.Y = PhysActor.RotationalVelocity.Y; - m_rotationalvelocity.Z = PhysActor.RotationalVelocity.Z; + m_rotationalvelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(),0); } } @@ -1693,7 +1693,7 @@ namespace OpenSim.Region.Environment.Scenes byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A}; - remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid, + remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, m_shape, lPos, clientFlags, m_uuid, OwnerID, m_text, color, ParentID, m_particleSystem, lRot, m_clickAction, m_TextureAnimation); } @@ -1741,12 +1741,13 @@ namespace OpenSim.Region.Environment.Scenes LLQuaternion mRot = RotationOffset; if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0) { - remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot); + remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot); } else { - remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity, + remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot, Velocity, RotationalVelocity); + //System.Console.WriteLine("LID: " + LocalID + " RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString()); } } @@ -1755,13 +1756,13 @@ namespace OpenSim.Region.Environment.Scenes LLQuaternion mRot = RotationOffset; if ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0) { - remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot); + remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot); } else { - remoteClient.SendPrimTerseUpdate(m_regionHandle, 64096, LocalID, lPos, mRot, Velocity, + remoteClient.SendPrimTerseUpdate(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalID, lPos, mRot, Velocity, RotationalVelocity); - //System.Console.WriteLine("RVel:" + RotationalVelocity); + //System.Console.WriteLine("LID: " + LocalID + "RVel:" + RotationalVelocity.ToString() + " TD: " + ((ushort)(m_parentGroup.Scene.TimeDilation * 500000f)).ToString() + ":" + m_parentGroup.Scene.TimeDilation.ToString()); } } diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 8155b10..5403fc7 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1289,7 +1289,7 @@ namespace OpenSim.Region.Environment.Scenes LLVector3 pos = m_pos; LLVector3 vel = Velocity; LLQuaternion rot = new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, m_bodyRot.w); - remoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z), + remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); diff --git a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs index 3e1fec2..a0539f0 100644 --- a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs @@ -181,7 +181,7 @@ namespace OpenSim.Region.Environment.Scenes // Then we divide the whole amount by the amount of seconds pass in between stats updates. sb[0].StatID = (uint) Stats.TimeDilation; - sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); + sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); sb[1].StatID = (uint) Stats.SimFPS; sb[1].StatValue = simfps/statsUpdateFactor; @@ -280,13 +280,13 @@ namespace OpenSim.Region.Environment.Scenes public void AddTimeDilation(float td) { - float tdsetting = td; - if (tdsetting > 1.0f) - tdsetting = (tdsetting - (tdsetting - 0.91f)); + //float tdsetting = td; + //if (tdsetting > 1.0f) + //tdsetting = (tdsetting - (tdsetting - 0.91f)); - if (tdsetting < 0) - tdsetting = 0.0f; - m_timeDilation += tdsetting; + //if (tdsetting < 0) + //tdsetting = 0.0f; + m_timeDilation = td; } public void SetRootAgents(int rootAgents) diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index 1f5d0dc..4b2e756 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs @@ -46,7 +46,12 @@ namespace OpenSim.Region.Physics.Manager Y = y; Z = z; } - + public void setValues(float x, float y, float z) + { + X = x; + Y = y; + Z = z; + } public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); public override string ToString() @@ -54,6 +59,56 @@ namespace OpenSim.Region.Physics.Manager return "<" + X + "," + Y + "," + Z + ">"; } + /// + /// These routines are the easiest way to store XYZ values in an LLVector3 without requiring 3 calls. + /// + /// + public byte[] GetBytes() + { + byte[] byteArray = new byte[12]; + + Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4); + Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4); + Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4); + + if (!BitConverter.IsLittleEndian) + { + Array.Reverse(byteArray, 0, 4); + Array.Reverse(byteArray, 4, 4); + Array.Reverse(byteArray, 8, 4); + } + + return byteArray; + } + + public void FromBytes(byte[] byteArray, int pos) + { + byte[] conversionBuffer = null; + if (!BitConverter.IsLittleEndian) + { + // Big endian architecture + if (conversionBuffer == null) + conversionBuffer = new byte[12]; + + Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12); + + Array.Reverse(conversionBuffer, 0, 4); + Array.Reverse(conversionBuffer, 4, 4); + Array.Reverse(conversionBuffer, 8, 4); + + X = BitConverter.ToSingle(conversionBuffer, 0); + Y = BitConverter.ToSingle(conversionBuffer, 4); + Z = BitConverter.ToSingle(conversionBuffer, 8); + } + else + { + // Little endian architecture + X = BitConverter.ToSingle(byteArray, pos); + Y = BitConverter.ToSingle(byteArray, pos + 4); + Z = BitConverter.ToSingle(byteArray, pos + 8); + } + } + // Operations public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 12d7694..819d823 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -53,6 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_taintshape = false; private bool m_taintPhysics = false; public bool m_taintremove = false; + public bool m_taintdisable = false; private bool m_taintforce = false; private List m_forcelist = new List(); @@ -451,6 +452,9 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_taintforce) changeAddForce(timestep); + + if (m_taintdisable) + changedisable(timestep); } public void Move(float timestep) @@ -494,6 +498,13 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintrot = _orientation; } + public void changedisable(float timestep) + { + if (Body != (IntPtr) 0) + d.BodyDisable(Body); + + m_taintdisable = false; + } public void changePhysicsStatus(float timestap) { @@ -862,7 +873,16 @@ namespace OpenSim.Region.Physics.OdePlugin public override PhysicsVector RotationalVelocity { - get { return m_rotationalVelocity; } + get { + if (_zeroFlag) + return PhysicsVector.Zero; + m_lastUpdateSent = false; + + if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f)) + return PhysicsVector.Zero; + + return m_rotationalVelocity; + } set { m_rotationalVelocity = value; } } @@ -917,6 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) { _zeroFlag = true; + m_throttleUpdates = false; } else { @@ -944,9 +965,7 @@ namespace OpenSim.Region.Physics.OdePlugin { m_throttleUpdates = false; throttleCounter = 0; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; + m_rotationalVelocity = PhysicsVector.Zero; base.RequestPhysicsterseUpdate(); m_lastUpdateSent = true; } @@ -960,10 +979,15 @@ namespace OpenSim.Region.Physics.OdePlugin _velocity.X = vel.X; _velocity.Y = vel.Y; _velocity.Z = vel.Z; - - m_rotationalVelocity.X = rotvel.X; - m_rotationalVelocity.Y = rotvel.Y; - m_rotationalVelocity.Z = rotvel.Z; + if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f)) + { + m_rotationalVelocity = PhysicsVector.Zero; + } + else + { + m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); + } + //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); _orientation.w = ori.W; _orientation.x = ori.X; diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index f1d8232..1aa141b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin // If you interpenetrate a prim with another prim if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) { - // Don't collide, one or both prim will explode. - contacts[i].depth = 0f; + if (contacts[i].depth >= 0.25f) + { + // Don't collide, one or both prim will explode. + ((OdePrim)p1).m_taintdisable = true; + AddPhysicsActorTaint(p1); + ((OdePrim)p2).m_taintdisable = true; + AddPhysicsActorTaint(p2); + contacts[i].depth = 0f; + } } if (contacts[i].depth >= 1.00f) { -- cgit v1.1