#3488 Speed up nearby avatar loading after a tp

master
Andrey Kleshchev 2025-02-04 21:11:43 +02:00 committed by Andrey Kleshchev
parent b84f3ff6b1
commit 74d2ed918d
2 changed files with 38 additions and 4 deletions

View File

@ -2313,7 +2313,11 @@ EMeshProcessingResult LLMeshRepoThread::lodReceived(const LLVolumeParams& mesh_p
LLPointer<LLMeshSkinInfo> skin_info = nullptr;
{
LLMutexLock lock(mSkinMapMutex);
skin_info = mSkinMap[mesh_params.getSculptID()];
skin_map::iterator iter = mSkinMap.find(mesh_params.getSculptID());
if (iter != mSkinMap.end())
{
skin_info = iter->second;
}
}
if (skin_info.notNull() && isAgentAvatarValid())
{

View File

@ -3147,8 +3147,9 @@ void send_agent_update(bool force_send, bool send_reliable)
LL_PROFILE_ZONE_SCOPED;
llassert(!gCubeSnapshot);
if (gAgent.getTeleportState() != LLAgent::TELEPORT_NONE
&& gAgent.getTeleportState() != LLAgent::TELEPORT_ARRIVING)
LLAgent::ETeleportState tp_state = gAgent.getTeleportState();
if (tp_state != LLAgent::TELEPORT_NONE
&& tp_state != LLAgent::TELEPORT_ARRIVING)
{
// We don't care if they want to send an agent update, they're not allowed
// until the target simulator is ready to receive them
@ -3323,7 +3324,36 @@ void send_agent_update(bool force_send, bool send_reliable)
msg->addVector3Fast(_PREHASH_CameraAtAxis, camera_at);
msg->addVector3Fast(_PREHASH_CameraLeftAxis, LLViewerCamera::getInstance()->getLeftAxis());
msg->addVector3Fast(_PREHASH_CameraUpAxis, LLViewerCamera::getInstance()->getUpAxis());
msg->addF32Fast(_PREHASH_Far, gAgentCamera.mDrawDistance);
static F32 last_draw_disatance_step = 1024;
if (tp_state == LLAgent::TELEPORT_ARRIVING || LLStartUp::getStartupState() < STATE_MISC)
{
// Inform interest list, prioritize closer area.
// Reason: currently server doesn't distance sort attachments, by restricting range
// we reduce the number of attachments sent to the viewer, thus prioritizing
// closer ones.
// Todo: revise and remove once server gets distance sorting.
last_draw_disatance_step = llmax((F32)(gAgentCamera.mDrawDistance / 2.f), 64.f);
msg->addF32Fast(_PREHASH_Far, last_draw_disatance_step);
}
else if (last_draw_disatance_step < gAgentCamera.mDrawDistance)
{
static LLFrameTimer last_step_time;
if (last_step_time.getElapsedTimeF32() > 1.f)
{
// gradually increase draw distance
// Idealy this should be not per second, but based on how loaded
// mesh thread is, but hopefully this is temporary.
last_step_time.reset();
F32 step = gAgentCamera.mDrawDistance * 0.1f;
last_draw_disatance_step = llmin(last_draw_disatance_step + step, gAgentCamera.mDrawDistance);
}
msg->addF32Fast(_PREHASH_Far, last_draw_disatance_step);
}
else
{
msg->addF32Fast(_PREHASH_Far, gAgentCamera.mDrawDistance);
}
msg->addU32Fast(_PREHASH_ControlFlags, control_flags);