Reduce number of full updates sent on region crossing for attachments/huds to 1 from 3

This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
This commit is contained in:
Justin Clark-Casey (justincc)
2010-06-08 15:07:57 +01:00
parent d91bd7646d
commit b6076d7b33
4 changed files with 86 additions and 12 deletions

View File

@@ -331,6 +331,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </value>
protected HashSet<uint> m_killRecord;
protected HashSet<uint> m_attachmentsSent;
private int m_moneyBalance;
private int m_animationSequenceNumber = 1;
private bool m_SendLogoutPacketWhenClosing = true;
@@ -427,6 +429,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
m_killRecord = new HashSet<uint>();
m_attachmentsSent = new HashSet<uint>();
m_assetService = m_scene.RequestModuleInterface<IAssetService>();
m_hyperAssets = m_scene.RequestModuleInterface<IHyperAssetService>();
@@ -3411,6 +3414,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
objupdate.ObjectData[0] = CreateAvatarUpdateBlock(presence);
OutPacket(objupdate, ThrottleOutPacketType.Task);
// We need to record the avatar local id since the root prim of an attachment points to this.
m_attachmentsSent.Add(avatar.LocalId);
}
public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -3466,7 +3472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
double priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
}
private void ProcessEntityUpdates(int maxUpdates)
@@ -3542,9 +3548,42 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!canUseImproved && !canUseCompressed)
{
if (update.Entity is ScenePresence)
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
}
else
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
{
if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
{
SceneObjectPart sop = (SceneObjectPart)update.Entity;
string text = sop.Text;
if (text.IndexOf("\n") >= 0)
text = text.Remove(text.IndexOf("\n"));
if (m_attachmentsSent.Contains(sop.ParentID))
{
// m_log.DebugFormat(
// "[CLIENT]: Sending full info about attached prim {0} text {1}",
// sop.LocalId, text);
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
m_attachmentsSent.Add(sop.LocalId);
}
else
{
m_log.DebugFormat(
"[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
sop.LocalId, text, sop.ParentID);
m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
}
}
else
{
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
}
}
}
else if (!canUseImproved)
{