several changes related to culling option

This commit is contained in:
UbitUmarov
2016-08-07 14:30:27 +01:00
parent 68a4e363dd
commit 8d22b79ba4
3 changed files with 117 additions and 137 deletions

View File

@@ -3937,7 +3937,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags));
}
/// <summary>
@@ -4006,12 +4006,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
// float avgTimeDilation = 0.0f;
IEntityUpdate iupdate;
EntityUpdate update;
Int32 timeinqueue; // this is just debugging code & can be dropped later
bool doCulling = m_scene.ObjectsCullingByDistance;
float cullingrange = 64.0f;
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
@@ -4027,12 +4028,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
while (updatesThisCall < maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
break;
EntityUpdate update = (EntityUpdate)iupdate;
// avgTimeDilation += update.TimeDilation;
PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
{
m_killRecord.Add(update.Entity.LocalId);
continue;
}
if (update.Entity is SceneObjectPart)
{
@@ -4156,11 +4162,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
@@ -4319,17 +4324,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_killRecord.Clear();
}
if (kills.Count > 0)
{
foreach(SceneObjectGroup grp in kills)
{
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.Kill);
}
kills.Clear();
}
if(GroupsNeedFullUpdate.Count > 0)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
grp.ScheduleGroupForFullUpdate();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
lock(GroupsInView)
GroupsInView.Add(grp);
}
}
#endregion
}
// hack.. dont use
@@ -4368,7 +4383,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
private bool CheckGroupsInViewBusy = false;
private bool CheckGroupsInViewOverRun = false;
public void CheckGroupsInView()
{
@@ -4377,112 +4391,90 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return;
if(CheckGroupsInViewBusy)
return;
CheckGroupsInViewBusy = true;
float cullingrange = 64.0f;
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
{
CheckGroupsInViewOverRun = true;
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
return;
}
CheckGroupsInViewBusy = true;
do
HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase e in entities)
{
CheckGroupsInViewOverRun = false;
float cullingrange = 64.0f;
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
if(!IsActive)
return;
}
HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
List<uint> kills = new List<uint>();
int killedParst = 0;
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase e in entities)
if (e != null && e is SceneObjectGroup)
{
if(!IsActive)
return;
SceneObjectGroup grp = (SceneObjectGroup)e;
if(grp.IsDeleted || grp.IsAttachment)
continue;
if (e != null && e is SceneObjectGroup)
{
SceneObjectGroup grp = (SceneObjectGroup)e;
if(grp.IsDeleted || grp.IsAttachment)
continue;
float bradius = grp.GetBoundsRadius();
Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
float bradius = grp.GetBoundsRadius();
Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
// float dcam = (grppos - mycamera).LengthSquared();
float dpos = (grppos - mypos).LengthSquared();
float dpos = (grppos - mypos).LengthSquared();
// if(dcam < dpos)
// dpos = dcam;
dpos = (float)Math.Sqrt(dpos) - bradius;
dpos = (float)Math.Sqrt(dpos) - bradius;
bool inview;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
bool inview;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
if(dpos > cullingrange)
{
if(inview)
{
kills.Add(grp.LocalId);
killedParst += grp.PrimCount;
if (killedParst > 199 )
{
SendKillObject(kills);
kills.Clear();
killedParst = 0;
Thread.Sleep(50);
if(mysp != null && !mysp.IsDeleted)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
return;
}
}
}
}
else
{
if(!inview)
GroupsNeedFullUpdate.Add(grp);
NewGroupsInView.Add(grp);
}
if(dpos > cullingrange)
{
if(inview)
kills.Add(grp);
}
else
{
if(!inview)
GroupsNeedFullUpdate.Add(grp);
NewGroupsInView.Add(grp);
}
}
}
lock(GroupsInView)
GroupsInView = NewGroupsInView;
lock(GroupsInView)
GroupsInView = NewGroupsInView;
if (kills.Count > 0)
if (kills.Count > 0)
{
foreach(SceneObjectGroup grp in kills)
{
SendKillObject(kills);
kills.Clear();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.Kill);
}
kills.Clear();
}
if(GroupsNeedFullUpdate.Count > 0)
if(GroupsNeedFullUpdate.Count > 0)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
grp.ScheduleGroupForFullUpdate();
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
}
} while(CheckGroupsInViewOverRun);
}
CheckGroupsInViewBusy = false;
}
@@ -4670,13 +4662,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
private class ObjectPropertyUpdate : IEntityUpdate
private class ObjectPropertyUpdate : EntityUpdate
{
internal bool SendFamilyProps;
internal bool SendObjectProps;
public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity,flags)
: base(entity,(PrimUpdateFlags)flags)
{
SendFamilyProps = sendfam;
SendObjectProps = sendobj;
@@ -4745,7 +4737,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
IEntityUpdate iupdate;
EntityUpdate iupdate;
Int32 timeinqueue; // this is just debugging code & can be dropped later
int updatesThisCall = 0;
@@ -4849,11 +4841,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, PrimUpdateFlags requestFlags)
{
ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
block.RequestFlags = requestFlags;
block.RequestFlags = (uint)requestFlags;
block.ObjectID = sop.UUID;
if (sop.OwnerID == sop.GroupID)
block.OwnerID = UUID.Zero;