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Add debug mechanism for only sending 1 in N AgentUpdate packets to child agents.
Allows experiments in manually reducing updates under heavy load. Activated by "debug scene set client-upd-per" console command. In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
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@@ -247,6 +247,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public float ClientVelocityUpdateTolerance { get; set; }
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/// <summary>
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/// If greater than 1, we only send terse updates to child agents on every n updates.
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/// </summary>
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public int ChildTerseUpdatePeriod { get; set; }
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protected float m_defaultDrawDistance = 255.0f;
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public float DefaultDrawDistance
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{
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@@ -859,6 +859,11 @@ namespace OpenSim.Region.Framework.Scenes
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get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); }
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}
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/// <summary>
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/// Count of how many terse updates we have sent out. It doesn't matter if this overflows.
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/// </summary>
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private int m_terseUpdateCount;
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#endregion
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#region Constructor(s)
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@@ -3222,17 +3227,24 @@ namespace OpenSim.Region.Framework.Scenes
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#region Update Client(s)
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/// <summary>
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/// Sends a location update to the client connected to this scenePresence
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/// </summary>
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/// <param name="remoteClient"></param>
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public void SendTerseUpdateToClient(IClientAPI remoteClient)
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{
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m_terseUpdateCount++;
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// If the client is inactive, it's getting its updates from another
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// server.
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if (remoteClient.IsActive)
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{
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if (Scene.ChildTerseUpdatePeriod > 1
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&& remoteClient.SceneAgent.IsChildAgent
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&& m_terseUpdateCount % Scene.ChildTerseUpdatePeriod != 0
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&& !Velocity.ApproxEquals(Vector3.Zero, 0.001f))
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return;
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
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remoteClient.SendEntityUpdate(
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