remove some llUDP options

This commit is contained in:
UbitUmarov
2019-11-16 22:19:46 +00:00
parent cb97ab5c6f
commit 61f918cbda
6 changed files with 74 additions and 153 deletions

View File

@@ -4625,12 +4625,8 @@ Label_GroupsDone:
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
childAgentUpdate.UpdateChildAgent(cAgentData);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}

View File

@@ -4846,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
/// This updates important decision making data about a child agent
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
/// </summary>
public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
public void UpdateChildAgent(AgentPosition cAgentData)
{
if (!IsChildAgent)
return;
@@ -4854,6 +4854,10 @@ namespace OpenSim.Region.Framework.Scenes
GodController.SetState(cAgentData.GodData);
RegionHandle = cAgentData.RegionHandle;
uint rRegionX = (uint)(RegionHandle >> 40);
uint rRegionY = (((uint)RegionHandle) >> 8);
uint tRegionX = m_scene.RegionInfo.RegionLocX;
uint tRegionY = m_scene.RegionInfo.RegionLocY;
//m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
@@ -4863,11 +4867,19 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = cAgentData.Far;
if (cAgentData.Position != marker) // UGH!!
m_pos = cAgentData.Position + offset;
m_pos = cAgentData.Position + offset;
CameraPosition = cAgentData.Center + offset;
if (cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count > 0)
{
if (Scene.CapsModule != null)
{
Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
}
KnownRegions = cAgentData.ChildrenCapSeeds;
}
if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
{
// some scaling factor
@@ -4880,24 +4892,13 @@ namespace OpenSim.Region.Framework.Scenes
x = x * x + y * y;
const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize;
float factor = 1.0f - distScale * x;
float factor = 1.0f - x * 0.3f / Constants.RegionSize / Constants.RegionSize;
if (factor < 0.2f)
factor = 0.2f;
ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor);
}
if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0)
{
if (Scene.CapsModule != null)
{
Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
}
KnownRegions = cAgentData.ChildrenCapSeeds;
}
//cAgentData.AVHeight;
//m_velocity = cAgentData.Velocity;
checkRePrioritization();
@@ -5029,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
}
if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
ControllingClient.SetChildAgentThrottle(cAgent.Throttles, 1.0f);
m_headrotation = cAgent.HeadRotation;
Rotation = cAgent.BodyRotation;