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-rw-r--r--indra/newview/llvoavatar.cpp36
-rw-r--r--indra/newview/llvoavatar.h2
2 files changed, 26 insertions, 12 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index f861c0cecf..1e4b5cc599 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -883,8 +883,9 @@ BOOL LLVOAvatar::hasGray() const
S32 LLVOAvatar::getRezzedStatus() const
{
if (getIsCloud()) return 0;
- if (isFullyTextured() && allBakedTexturesCompletelyDownloaded()) return 3;
- if (isFullyTextured()) return 2;
+ bool textured = isFullyTextured();
+ if (textured && allBakedTexturesCompletelyDownloaded()) return 3;
+ if (textured) return 2;
llassert(hasGray());
return 1; // gray
}
@@ -7621,14 +7622,13 @@ bool LLVOAvatar::getIsCloud() const
);
}
-void LLVOAvatar::updateRezzedStatusTimers()
+void LLVOAvatar::updateRezzedStatusTimers(S32 rez_status)
{
// State machine for rezzed status. Statuses are -1 on startup, 0
// = cloud, 1 = gray, 2 = downloading, 3 = full.
// Purpose is to collect time data for each it takes avatar to reach
// various loading landmarks: gray, textured (partial), textured fully.
- S32 rez_status = getRezzedStatus();
if (rez_status != mLastRezzedStatus)
{
LL_DEBUGS("Avatar") << avString() << "rez state change: " << mLastRezzedStatus << " -> " << rez_status << LL_ENDL;
@@ -7798,8 +7798,13 @@ void LLVOAvatar::logMetricsTimerRecord(const std::string& phase_name, F32 elapse
// returns true if the value has changed.
BOOL LLVOAvatar::updateIsFullyLoaded()
{
- const bool loading = getIsCloud();
- updateRezzedStatusTimers();
+ S32 rez_status = getRezzedStatus();
+ bool loading = getIsCloud();
+ if (mFirstFullyVisible && !mIsControlAvatar && rez_status < 3)
+ {
+ loading = ((rez_status < 2) || !isFullyBaked());
+ }
+ updateRezzedStatusTimers(rez_status);
updateRuthTimer(loading);
return processFullyLoadedChange(loading);
}
@@ -7835,13 +7840,22 @@ void LLVOAvatar::updateRuthTimer(bool loading)
BOOL LLVOAvatar::processFullyLoadedChange(bool loading)
{
- // we wait a little bit before giving the all clear,
- // to let textures settle down
- const F32 PAUSE = 1.f;
+ // 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)
+ const F32 LOADED_DELAY = 1.f;
+ const F32 FIRST_USE_DELAY = 3.f;
+
if (loading)
mFullyLoadedTimer.reset();
-
- mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > PAUSE);
+
+ if (mFirstFullyVisible)
+ {
+ mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > FIRST_USE_DELAY);
+ }
+ else
+ {
+ mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > LOADED_DELAY);
+ }
if (!mPreviousFullyLoaded && !loading && mFullyLoaded)
{
diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h
index 00dccc5d12..e352a6c1fa 100644
--- a/indra/newview/llvoavatar.h
+++ b/indra/newview/llvoavatar.h
@@ -348,7 +348,7 @@ public:
BOOL isFullyTextured() const;
BOOL hasGray() const;
S32 getRezzedStatus() const; // 0 = cloud, 1 = gray, 2 = textured, 3 = textured and fully downloaded.
- void updateRezzedStatusTimers();
+ void updateRezzedStatusTimers(S32 status);
S32 mLastRezzedStatus;