Parameterizes the view distance used to compute and manage

child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.

This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.

WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
This commit is contained in:
Mic Bowman
2011-02-22 13:23:54 -08:00
parent af22b7cb1a
commit 5a16fa882c
6 changed files with 73 additions and 21 deletions

View File

@@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
@@ -336,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// OK, it got this agent. Let's close some child agents
sp.CloseChildAgents(newRegionX, newRegionY);
IClientIPEndpoint ipepClient;
if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
#region IP Translation for NAT
@@ -447,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
Thread.Sleep(5000);
sp.Close();
@@ -521,14 +521,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return region;
}
protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
{
return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
}
protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
{
return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
}
protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
@@ -1045,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (m_regionInfo != null)
{
neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
}
else
{
@@ -1272,8 +1272,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <param name="pRegionLocX"></param>
/// <param name="pRegionLocY"></param>
/// <returns></returns>
protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
{
Scene pScene = avatar.Scene;
RegionInfo m_regionInfo = pScene.RegionInfo;
Border[] northBorders = pScene.NorthBorders.ToArray();
@@ -1281,10 +1282,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Border[] eastBorders = pScene.EastBorders.ToArray();
Border[] westBorders = pScene.WestBorders.ToArray();
// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
// Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
// clear what should be done with a "far view" given that megaregions already extended the
// view to include everything in the megaregion
if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
{
return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
List<GridRegion> neighbours =
avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
return neighbours;
}
else
{

View File

@@ -130,9 +130,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return region;
}
protected override bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
protected override bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
{
if (base.NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
return true;
int flags = m_aScene.GridService.GetRegionFlags(m_aScene.RegionInfo.ScopeID, reg.RegionID);