control visible regions by avatar position and view range, first dirty code

This commit is contained in:
UbitUmarov
2019-04-04 18:55:40 +01:00
parent 07796d5ccf
commit a56f40470e
4 changed files with 371 additions and 143 deletions

View File

@@ -90,6 +90,8 @@ namespace OpenSim.Region.Framework.Interfaces
void AgentArrivedAtDestination(UUID agent);
void EnableChildAgents(ScenePresence agent);
void CheckChildAgents(ScenePresence agent);
void CloseOldChildAgents(ScenePresence agent);
void EnableChildAgent(ScenePresence agent, GridRegion region);

View File

@@ -1286,7 +1286,6 @@ namespace OpenSim.Region.Framework.Scenes
{
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
if (isNeighborRegion(otherRegion))
{
// Let the grid service module know, so this can be cached
@@ -1296,9 +1295,6 @@ namespace OpenSim.Region.Framework.Scenes
{
ForEachRootScenePresence(delegate(ScenePresence agent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
List<ulong> old = new List<ulong>();
old.Add(otherRegion.RegionHandle);
agent.DropOldNeighbours(old);
@@ -1324,7 +1320,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool isNeighborRegion(GridRegion otherRegion)
{
int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ;
int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX;
if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX)
return false;

View File

@@ -165,6 +165,7 @@ namespace OpenSim.Region.Framework.Scenes
public static readonly float MOVEMENT = .25f;
public static readonly float SIGNIFICANT_MOVEMENT = 16.0f;
public static readonly float CHILDUPDATES_MOVEMENT = 100.0f;
public static readonly float CHILDAGENTSCHECK_MOVEMENT = 1024f; // 32m
public static readonly float CHILDUPDATES_TIME = 2000f; // min time between child updates (ms)
private UUID m_previusParcelUUID = UUID.Zero;
@@ -342,7 +343,8 @@ namespace OpenSim.Region.Framework.Scenes
private int m_lastChildAgentUpdateGodLevel;
private float m_lastChildAgentUpdateDrawDistance;
private Vector3 m_lastChildAgentUpdatePosition;
// private Vector3 m_lastChildAgentUpdateCamPosition;
private Vector3 m_lastChildAgentCheckPosition;
// private Vector3 m_lastChildAgentUpdateCamPosition;
private Vector3 m_lastCameraRayCastCam;
private Vector3 m_lastCameraRayCastPos;
@@ -627,7 +629,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
return Util.Clamp(m_drawDistance + 64f, 64f, m_scene.MaxRegionViewDistance);
}
}
@@ -2321,6 +2323,7 @@ namespace OpenSim.Region.Framework.Scenes
m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
m_lastChildAgentUpdatePosition = AbsolutePosition;
m_lastChildAgentCheckPosition = m_lastChildAgentUpdatePosition;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
@@ -4049,20 +4052,11 @@ namespace OpenSim.Region.Framework.Scenes
//NeedInitialData = 4;
//return;
}
// Create child agents in neighbouring regions
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
if (m_agentTransfer != null)
{
m_agentTransfer.EnableChildAgents(this);
m_agentTransfer.CloseOldChildAgents(this);
}
m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
m_lastChildAgentUpdatePosition = AbsolutePosition;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
m_childUpdatesBusy = false; // allow them
}
m_log.DebugFormat("[SCENE PRESENCE({0})]: SendInitialData for {1}", Scene.RegionInfo.RegionName, UUID);
@@ -4126,6 +4120,24 @@ namespace OpenSim.Region.Framework.Scenes
m_reprioritizationBusy = false;
}
if (!IsChildAgent)
{
// Create child agents in neighbouring regions
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
if (m_agentTransfer != null)
{
m_agentTransfer.EnableChildAgents(this);
}
m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
m_lastChildAgentUpdatePosition = AbsolutePosition;
m_lastChildAgentCheckPosition = m_lastChildAgentUpdatePosition;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
m_childUpdatesBusy = false; // allow them
}
});
}
@@ -4399,56 +4411,80 @@ namespace OpenSim.Region.Framework.Scenes
if(m_childUpdatesBusy)
return;
//possible KnownRegionHandles always contains current region and this check is not needed
int minhandles = KnownRegionHandles.Contains(RegionHandle) ? 1 : 0;
if(KnownRegionHandles.Count > minhandles)
int tdiff = Util.EnvironmentTickCountSubtract(m_lastChildUpdatesTime);
if (tdiff < CHILDUPDATES_TIME)
return;
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
float dx = pos.X - m_lastChildAgentCheckPosition.Y;
float dy = pos.Y - m_lastChildAgentCheckPosition.Y;
if ((m_agentTransfer != null) && ((dx * dx + dy *dy) > CHILDAGENTSCHECK_MOVEMENT))
{
int tdiff = Util.EnvironmentTickCountSubtract(m_lastChildUpdatesTime);
if(tdiff < CHILDUPDATES_TIME)
return;
m_childUpdatesBusy = true;
m_lastChildAgentCheckPosition = pos;
m_lastChildAgentUpdatePosition = pos;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
// m_lastChildAgentUpdateCamPosition = CameraPosition;
bool doUpdate = false;
if(m_lastChildAgentUpdateGodLevel != GodController.ViwerUIGodLevel)
doUpdate = true;
if(!doUpdate && Math.Abs(DrawDistance - m_lastChildAgentUpdateDrawDistance) > 32.0f)
doUpdate = true;
if(!doUpdate)
Util.FireAndForget(
o =>
{
m_agentTransfer.EnableChildAgents(this);
m_lastChildUpdatesTime = Util.EnvironmentTickCount();
m_childUpdatesBusy = false;
}, null, "ScenePresence.CheckChildAgents");
}
else
{
//possible KnownRegionHandles always contains current region and this check is not needed
int minhandles = KnownRegionHandles.Contains(RegionHandle) ? 1 : 0;
if(KnownRegionHandles.Count > minhandles)
{
diff = pos - m_lastChildAgentUpdatePosition;
if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
bool doUpdate = false;
if (m_lastChildAgentUpdateGodLevel != GodController.ViwerUIGodLevel)
doUpdate = true;
}
if(doUpdate)
{
m_childUpdatesBusy = true;
m_lastChildAgentUpdatePosition = pos;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
// m_lastChildAgentUpdateCamPosition = CameraPosition;
bool viewchanged = Math.Abs(DrawDistance - m_lastChildAgentUpdateDrawDistance) > 32.0f;
if (!viewchanged)
doUpdate = true;
AgentPosition agentpos = new AgentPosition();
agentpos.AgentID = new UUID(UUID.Guid);
agentpos.SessionID = ControllingClient.SessionId;
agentpos.Size = Appearance.AvatarSize;
agentpos.Center = CameraPosition;
agentpos.Far = DrawDistance;
agentpos.Position = AbsolutePosition;
agentpos.Velocity = Velocity;
agentpos.RegionHandle = RegionHandle;
agentpos.GodData = GodController.State();
agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
if(!doUpdate)
{
diff = pos - m_lastChildAgentUpdatePosition;
if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
doUpdate = true;
}
// Let's get this out of the update loop
Util.FireAndForget(
o =>
{
m_scene.SendOutChildAgentUpdates(agentpos, this);
m_lastChildUpdatesTime = Util.EnvironmentTickCount();
m_childUpdatesBusy = false;
}, null, "ScenePresence.SendOutChildAgentUpdates");
if (doUpdate)
{
m_childUpdatesBusy = true;
m_lastChildAgentUpdatePosition = pos;
m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel;
m_lastChildAgentUpdateDrawDistance = DrawDistance;
// m_lastChildAgentUpdateCamPosition = CameraPosition;
AgentPosition agentpos = new AgentPosition();
agentpos.AgentID = new UUID(UUID.Guid);
agentpos.SessionID = ControllingClient.SessionId;
agentpos.Size = Appearance.AvatarSize;
agentpos.Center = CameraPosition;
agentpos.Far = DrawDistance;
agentpos.Position = AbsolutePosition;
agentpos.Velocity = Velocity;
agentpos.RegionHandle = RegionHandle;
agentpos.GodData = GodController.State();
agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
// Let's get this out of the update loop
Util.FireAndForget(
o =>
{
m_scene.SendOutChildAgentUpdates(agentpos, this);
m_lastChildUpdatesTime = Util.EnvironmentTickCount();
m_childUpdatesBusy = false;
}, null, "ScenePresence.SendOutChildAgentUpdates");
}
}
}
}