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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2021-09-24 23:35:12 +0300
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2021-11-12 17:32:28 +0200
commit2b543f92fac5df04d1c0dfce0606998a600f947f (patch)
tree35beb4a6dbbebdcf91d453e8c1c3857d5adeda9b /indra/newview/llvoavatar.cpp
parentc1c2830f9b7bf4d91977133ffbcd8d0240bcc7fe (diff)
SL-16056 Improve 'avatar cloud' behavior
Make avatar cloud delay longer proportionally to load time
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp35
1 files changed, 29 insertions, 6 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index 4a179146f8..04356e6507 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -126,6 +126,9 @@ const F32 MIN_HOVER_Z = -2.0;
const F32 MIN_ATTACHMENT_COMPLEXITY = 0.f;
const F32 DEFAULT_MAX_ATTACHMENT_COMPLEXITY = 1.0e6f;
+const F32 FIRST_APPEARANCE_CLOUD_MIN_DELAY = 3.f; // seconds
+const F32 FIRST_APPEARANCE_CLOUD_MAX_DELAY = 45.f;
+
using namespace LLAvatarAppearanceDefines;
//-----------------------------------------------------------------------------
@@ -667,6 +670,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
mVisuallyMuteSetting(AV_RENDER_NORMALLY),
mMutedAVColor(LLColor4::white /* used for "uninitialize" */),
mFirstFullyVisible(TRUE),
+ mFirstUseDelaySeconds(FIRST_APPEARANCE_CLOUD_MIN_DELAY),
mFullyLoaded(FALSE),
mPreviousFullyLoaded(FALSE),
mFullyLoadedInitialized(FALSE),
@@ -741,7 +745,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
mCurrentGesticulationLevel = 0;
-
+ mFirstSeenTimer.reset();
mRuthTimer.reset();
mRuthDebugTimer.reset();
mDebugExistenceTimer.reset();
@@ -8126,16 +8130,35 @@ void LLVOAvatar::updateRuthTimer(bool loading)
BOOL LLVOAvatar::processFullyLoadedChange(bool loading)
{
// We wait a little bit before giving the 'all clear', to let things to
- // settle down (models to snap into place, textures to get first packets)
+ // settle down (models to snap into place, textures to get first packets).
+ // And if viewer isn't aware of some parts yet, this gives them a chance
+ // to arrive.
const F32 LOADED_DELAY = 1.f;
- const F32 FIRST_USE_DELAY = 3.f;
- if (loading)
- mFullyLoadedTimer.reset();
+ if (loading)
+ {
+ mFullyLoadedTimer.reset();
+ }
if (mFirstFullyVisible)
{
- mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > FIRST_USE_DELAY);
+ if (!isSelf() && loading)
+ {
+ // Note that textures can causes 60s delay on thier own
+ // so this delay might end up on top of textures' delay
+ mFirstUseDelaySeconds = llclamp(
+ mFirstSeenTimer.getElapsedTimeF32(),
+ FIRST_APPEARANCE_CLOUD_MIN_DELAY,
+ FIRST_APPEARANCE_CLOUD_MAX_DELAY);
+
+ if (shouldImpostor())
+ {
+ // Impostors are less of a priority,
+ // let them stay cloud longer
+ mFirstUseDelaySeconds *= 1.25;
+ }
+ }
+ mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > mFirstUseDelaySeconds);
}
else
{