Pipe Throttle Update Event to EventManager, client --> ScenePresence --> EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.

This commit is contained in:
teravus
2012-11-04 22:57:24 -05:00
parent 08b37efc32
commit 4fa088bafb
8 changed files with 75 additions and 3 deletions

View File

@@ -91,6 +91,7 @@ namespace OpenSim.Region.ClientStack.Linden
{
m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
m_scene.EventManager.OnThrottleUpdate -= ThrottleUpdate;
m_scene = null;
}
@@ -101,6 +102,7 @@ namespace OpenSim.Region.ClientStack.Linden
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
m_scene.EventManager.OnThrottleUpdate += ThrottleUpdate;
if (m_workerThreads == null)
{
@@ -118,6 +120,46 @@ namespace OpenSim.Region.ClientStack.Linden
}
}
}
private int ExtractImageThrottle(byte[] pthrottles)
{
byte[] adjData;
int pos = 0;
if (!BitConverter.IsLittleEndian)
{
byte[] newData = new byte[7 * 4];
Buffer.BlockCopy(pthrottles, 0, newData, 0, 7 * 4);
for (int i = 0; i < 7; i++)
Array.Reverse(newData, i * 4, 4);
adjData = newData;
}
else
{
adjData = pthrottles;
}
// 0.125f converts from bits to bytes
//int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
// int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
// int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
// int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
// int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
pos = pos + 16;
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
//int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
return texture;
}
// Now we know when the throttle is changed by the client in the case of a root agent or by a neighbor region in the case of a child agent.
public void ThrottleUpdate(ScenePresence p)
{
byte[] throttles = p.ControllingClient.GetThrottlesPacked(1);
UUID user = p.UUID;
int imagethrottle = ExtractImageThrottle(throttles);
}
public void PostInitialise()
{