refactor: Rename recent new Client*UpdateTolerance to Root*UpdateTolerance for better accuracy and consistency with other similar parameters

This commit is contained in:
Justin Clark-Casey (justincc)
2014-08-06 00:34:09 +01:00
parent dc2471fedd
commit 961cb9cc77
3 changed files with 19 additions and 19 deletions

View File

@@ -233,19 +233,19 @@ namespace OpenSim.Region.Framework.Scenes
public bool SendPeriodicAppearanceUpdates { get; set; }
/// <summary>
/// How much a client has to change position before updates are sent to viewers.
/// How much a root agent has to change position before updates are sent to viewers.
/// </summary>
public float ClientPositionUpdateTolerance { get; set; }
public float RootPositionUpdateTolerance { get; set; }
/// <summary>
/// How much a client has to rotate before updates are sent to viewers.
/// How much a root agent has to rotate before updates are sent to viewers.
/// </summary>
public float ClientRotationUpdateTolerance { get; set; }
public float RootRotationUpdateTolerance { get; set; }
/// <summary>
/// How much a client has to change velocity before updates are sent to viewers.
/// How much a root agent has to change velocity before updates are sent to viewers.
/// </summary>
public float ClientVelocityUpdateTolerance { get; set; }
public float RootVelocityUpdateTolerance { get; set; }
/// <summary>
/// If greater than 1, we only send terse updates to other root agents on every n updates.
@@ -1071,9 +1071,9 @@ namespace OpenSim.Region.Framework.Scenes
PeriodicBackup = true;
UseBackup = true;
ClientRotationUpdateTolerance = 0.01f;
ClientVelocityUpdateTolerance = 0.001f;
ClientPositionUpdateTolerance = 0.05f;
RootRotationUpdateTolerance = 0.01f;
RootVelocityUpdateTolerance = 0.001f;
RootPositionUpdateTolerance = 0.05f;
ChildReprioritizationDistance = 20.0;
m_eventManager = new EventManager();

View File

@@ -3200,12 +3200,12 @@ namespace OpenSim.Region.Framework.Scenes
// checks on all updates but the ramifications of this would need careful consideration.
bool updateClients
= IsSatOnObject && (Rotation != m_lastRotation || Velocity != m_lastVelocity || m_pos != m_lastPosition);
if (!updateClients)
updateClients
= !Rotation.ApproxEquals(m_lastRotation, Scene.ClientRotationUpdateTolerance)
|| !Velocity.ApproxEquals(m_lastVelocity, Scene.ClientVelocityUpdateTolerance)
|| !m_pos.ApproxEquals(m_lastPosition, Scene.ClientPositionUpdateTolerance);
= !Rotation.ApproxEquals(m_lastRotation, Scene.RootRotationUpdateTolerance)
|| !Velocity.ApproxEquals(m_lastVelocity, Scene.RootVelocityUpdateTolerance)
|| !m_pos.ApproxEquals(m_lastPosition, Scene.RootPositionUpdateTolerance);
if (updateClients)
{