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path: root/indra/newview/llviewermessage.cpp
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Diffstat (limited to 'indra/newview/llviewermessage.cpp')
-rw-r--r--indra/newview/llviewermessage.cpp35
1 files changed, 33 insertions, 2 deletions
diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp
index 1d4828fd33..5fd820f91d 100644
--- a/indra/newview/llviewermessage.cpp
+++ b/indra/newview/llviewermessage.cpp
@@ -3147,7 +3147,9 @@ void send_agent_update(bool force_send, bool send_reliable)
LL_PROFILE_ZONE_SCOPED;
llassert(!gCubeSnapshot);
- if (gAgent.getTeleportState() != LLAgent::TELEPORT_NONE)
+ 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
@@ -3322,7 +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), 50.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);