cosmetics on terrain patchs

This commit is contained in:
UbitUmarov
2019-01-20 20:58:27 +00:00
parent 3bfa278984
commit 0c38d52538
12 changed files with 598 additions and 635 deletions

View File

@@ -1185,13 +1185,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// region's patches to the client.
/// </summary>
/// <param name="map">heightmap</param>
public virtual void SendLayerData(float[] map)
public virtual void SendLayerData()
{
Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData(), "LLClientView.DoSendLayerData");
// Send it sync, and async. It's not that much data
// and it improves user experience just so much!
// DoSendLayerData(map);
Util.FireAndForget(DoSendLayerData, null, "LLClientView.DoSendLayerData");
}
/// <summary>
@@ -1200,21 +1196,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="o"></param>
private void DoSendLayerData(object o)
{
TerrainData map = (TerrainData)o;
TerrainData map = m_scene.Heightmap.GetTerrainData();
try
{
// Send LayerData in typerwriter pattern
//for (int y = 0; y < 16; y++)
//{
// for (int x = 0; x < 16; x++)
// {
// SendLayerData(x, y, map);
// }
//}
// Send LayerData in a spiral pattern. Fun!
SendLayerTopRight(map, 0, 0, map.SizeX / Constants.TerrainPatchSize - 1, map.SizeY / Constants.TerrainPatchSize - 1);
SendLayerTopRight(0, 0, map.SizeX / Constants.TerrainPatchSize - 1, map.SizeY / Constants.TerrainPatchSize - 1);
}
catch (Exception e)
{
@@ -1222,63 +1208,68 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
private void SendLayerTopRight(int x1, int y1, int x2, int y2)
{
int[] p = new int[2];
// Row
for (int i = x1; i <= x2; i++)
SendLayerData(i, y1, map);
p[1] = y1;
for (int i = x1; i <= x2; ++i)
{
p[0] = i;
SendLayerData(p);
}
// Column
for (int j = y1 + 1; j <= y2; j++)
SendLayerData(x2, j, map);
p[0] = x2;
for (int j = y1 + 1; j <= y2; ++j)
{
p[1] = j;
SendLayerData(p);
}
if (x2 - x1 > 0 && y2 - y1 > 0)
SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
SendLayerBottomLeft(x1, y1 + 1, x2 - 1, y2);
}
void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
void SendLayerBottomLeft(int x1, int y1, int x2, int y2)
{
int[] p = new int[2];
// Row in reverse
for (int i = x2; i >= x1; i--)
SendLayerData(i, y2, map);
p[1] = y2;
for (int i = x2; i >= x1; --i)
{
p[0] = i;
SendLayerData(p);
}
// Column in reverse
for (int j = y2 - 1; j >= y1; j--)
SendLayerData(x1, j, map);
p[0] = x1;
for (int j = y2 - 1; j >= y1; --j)
{
p[1] = j;
SendLayerData(p);
}
if (x2 - x1 > 0 && y2 - y1 > 0)
SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
SendLayerTopRight(x1 + 1, y1, x2, y2 - 1);
}
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
// there is a special form for specifying multiple terrain patches to send.
// The form is to pass 'px' as negative the number of patches to send and to
// pass the float array as pairs of patch X and Y coordinates. So, passing 'px'
// as -2 and map= [3, 5, 8, 4] would mean to send two terrain heightmap patches
// and the patches to send are <3,5> and <8,4>.
public void SendLayerData(int px, int py, float[] map)
public void SendLayerData(int[] map)
{
if (px >= 0)
if(map == null)
return;
try
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
List<LayerDataPacket> packets = OpenSimTerrainCompressor.CreateLayerDataPackets(m_scene.Heightmap.GetTerrainData(), map);
foreach (LayerDataPacket pkt in packets)
OutPacket(pkt, ThrottleOutPacketType.Land);
}
else
catch (Exception e)
{
int numPatches = -px;
int[] xPatches = new int[numPatches];
int[] yPatches = new int[numPatches];
for (int pp = 0; pp < numPatches; pp++)
{
xPatches[pp] = (int)map[pp * 2];
yPatches[pp] = (int)map[pp * 2 + 1];
}
// DebugSendingPatches("SendLayerData", xPatches, yPatches);
SendLayerData(xPatches, yPatches, m_scene.Heightmap.GetTerrainData());
m_log.Error("[CLIENT]: SendLayerData() Failed with exception: " + e.Message, e);
}
}
@@ -1298,43 +1289,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
/// <summary>
/// Sends a terrain packet for the point specified.
/// This is a legacy call that has refarbed the terrain into a flat map of floats.
/// We just use the terrain from the region we know about.
/// </summary>
/// <param name="px">Patch coordinate (x) 0..15</param>
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, TerrainData terrData)
{
int[] xPatches = new[] { px };
int[] yPatches = new[] { py };
SendLayerData(xPatches, yPatches, terrData);
}
private void SendLayerData(int[] px, int[] py, TerrainData terrData)
{
try
{
byte landPacketType;
if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
landPacketType = (byte)TerrainPatch.LayerType.LandExtended;
else
landPacketType = (byte)TerrainPatch.LayerType.Land;
List<LayerDataPacket> packets = OpenSimTerrainCompressor.CreateLayerDataPackets(terrData, px, py, landPacketType);
foreach(LayerDataPacket pkt in packets)
OutPacket(pkt, ThrottleOutPacketType.Land);
}
catch (Exception e)
{
m_log.Error("[CLIENT]: SendLayerData() Failed with exception: " + e.Message, e);
}
}
// wind caching
private static Dictionary<ulong,int> lastWindVersion = new Dictionary<ulong,int>();
private static Dictionary<ulong,List<LayerDataPacket>> lastWindPackets =

View File

@@ -866,21 +866,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
for (int i = 0; i < packetCount; i++)
{
byte[] data = datas[i];
// if (!SendPacketData(udpClient, data, packet.Type, category, method))
// packetQueued = true;
SendPacketData(udpClient, data, packet.Type, category, method);
}
SendPacketData(udpClient, datas[i], packet.Type, category, method);
}
else
{
byte[] data = packet.ToBytes();
// if (!SendPacketData(udpClient, data, packet.Type, category, method))
// packetQueued = true;
SendPacketData(udpClient, data, packet.Type, category, method);
}
PacketPool.Instance.ReturnPacket(packet);
}
@@ -908,7 +900,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (zerocount != 0)
{
dest[zerolen++] = 0x00;
dest[zerolen++] = (byte)zerocount;
dest[zerolen++] = zerocount;
zerocount = 0;
}
@@ -919,10 +911,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (zerocount != 0)
{
dest[zerolen++] = 0x00;
dest[zerolen++] = (byte)zerocount;
dest[zerolen++] = zerocount;
}
return (int)zerolen;
return zerolen;
}
/// <summary>
/// Start the process of sending a packet to the client.