* Few more tweaks to event queue server to improve performance and thread safety
[Simian] * Made default assets for map water overlay and HyperGrid portals * Fixed asset store loading regression * Start synchronization after RegionHandshakeReply instead of CompleteAgentMovement (allows the sync function to be called for child agents as well) * Start informing clients of neighbor regions when AgentThrottle is received (prevents client crashes, and this will become necessary data in the future) * Minor fixes in map handling git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2488 52acb1d6-8a22-11de-b505-999d5b087335
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@@ -20,6 +20,8 @@ namespace Simian
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scene.UDP.RegisterPacketCallback(PacketType.UseCircuitCode, UseCircuitCodeHandler);
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scene.UDP.RegisterPacketCallback(PacketType.StartPingCheck, StartPingCheckHandler);
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scene.UDP.RegisterPacketCallback(PacketType.LogoutRequest, LogoutRequestHandler);
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scene.UDP.RegisterPacketCallback(PacketType.AgentThrottle, AgentThrottleHandler);
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scene.UDP.RegisterPacketCallback(PacketType.RegionHandshakeReply, RegionHandshakeReplyHandler);
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return true;
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}
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@@ -83,5 +85,70 @@ namespace Simian
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scene.ObjectRemove(this, agent.ID);
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}
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void AgentThrottleHandler(Packet packet, Agent agent)
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{
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AgentThrottlePacket throttle = (AgentThrottlePacket)packet;
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// TODO: These need to be transmitted to neighbor sims before child agent connections can be established
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//throttle.Throttle.Throttles
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// Initiate the connection process for this agent to neighboring regions
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scene.InformClientOfNeighbors(agent);
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}
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void RegionHandshakeReplyHandler(Packet packet, Agent agent)
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{
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// Send updates and appearances for every avatar to this new avatar
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SynchronizeStateTo(agent);
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}
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// HACK: The reduction provider will deprecate this at some point
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void SynchronizeStateTo(Agent agent)
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{
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// Send the parcel overlay
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scene.Parcels.SendParcelOverlay(agent);
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// Send object updates for objects and avatars
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scene.ForEachObject(delegate(SimulationObject obj)
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{
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ObjectUpdatePacket update = new ObjectUpdatePacket();
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update.RegionData.RegionHandle = scene.RegionHandle;
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update.RegionData.TimeDilation = (ushort)(scene.Physics.TimeDilation * (float)UInt16.MaxValue);
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update.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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update.ObjectData[0] = SimulationObject.BuildUpdateBlock(obj.Prim, obj.Prim.Flags, obj.CRC);
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scene.UDP.SendPacket(agent.ID, update, PacketCategory.State);
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});
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// Send appearances for all avatars
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scene.ForEachAgent(
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delegate(Agent otherAgent)
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{
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if (otherAgent != agent)
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{
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// Send appearances for this avatar
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AvatarAppearancePacket appearance = otherAgent.BuildAppearancePacket();
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scene.UDP.SendPacket(agent.ID, appearance, PacketCategory.State);
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}
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}
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);
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// Send terrain data
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SendLayerData(agent);
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}
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void SendLayerData(Agent agent)
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{
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x++)
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{
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float[,] heightmap = scene.GetTerrainPatch((uint)x, (uint)y);
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LayerDataPacket layer = TerrainCompressor.CreateLandPacket(heightmap, x, y);
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scene.UDP.SendPacket(agent.ID, layer, PacketCategory.Terrain);
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}
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}
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}
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}
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}
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