Added event SceneGraph.OnObjectCreateBySync, which will be triggered in AddSceneObjectByStateSynch.

ScriptEngineSyncModule now subscribes to this new event to create new script instances.
dsg
Huaiyu (Kitty) Liu 2011-01-24 16:25:33 -08:00
parent 3123671651
commit 005c743fae
6 changed files with 67 additions and 33 deletions

View File

@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ClientManager_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += ClientManager_OnSymmetricSyncStop;
}
@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void ClientManager_OnObjectCreate(EntityBase entity)
private void ClientManager_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{

View File

@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(PhysicsEngine_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += PhysicsEngine_OnSymmetricSyncStop;
}
@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void PhysicsEngine_OnObjectCreate(EntityBase entity)
private void PhysicsEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{

View File

@ -215,21 +215,27 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
return;
}
List<SceneObjectGroup> primUpdates;
List<ScenePresence> presenceUpdates;
List<SceneObjectGroup> primUpdates=null;
List<ScenePresence> presenceUpdates=null;
lock (m_updateSceneObjectPartLock)
if (m_primUpdates.Count > 0)
{
primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_primUpdates.Clear();
//m_presenceUpdates.Clear();
lock (m_updateSceneObjectPartLock)
{
primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_primUpdates.Clear();
//m_presenceUpdates.Clear();
}
}
lock (m_updateScenePresenceLock)
if (m_presenceUpdates.Count > 0)
{
presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_presenceUpdates.Clear();
lock (m_updateScenePresenceLock)
{
presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_presenceUpdates.Clear();
}
}
// This could be another thread for sending outgoing messages or just have the Queue functions
@ -238,18 +244,23 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
foreach (SceneObjectGroup sog in primUpdates)
if (primUpdates != null)
{
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
foreach (SceneObjectGroup sog in primUpdates)
{
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
{
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
}
}
}
/*
if(presenceUpdates!=null){
foreach (ScenePresence presence in presenceUpdates)
{
try
@ -291,7 +302,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
}
}
}}
* */
// Indicate that the current batch of updates has been completed
@ -415,6 +426,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
}
//Object updates are sent by enqueuing into each connector's outQueue.
private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
{
List<SyncConnector> syncConnectors = GetSyncConnectorsForObjectUpdates(sog);
@ -427,6 +439,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
//Events are send out right away, without being put into the connector's outQueue first.
//May need a better method for managing the outgoing messages (i.e. prioritizing object updates and events)
private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
{
List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
@ -784,8 +798,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
/// <summary>
/// This function will enqueue a message for each SyncConnector in the connector's outgoing queue.
/// Each SyncConnector has a SendLoop thread to send the messages in its outgoing queue.
/// This function will send out the sync message right away, without putting it into the SyncConnector's queue.
/// Should only be called for infrequent or high prority messages.
/// </summary>
/// <param name="msgType"></param>
/// <param name="data"></param>

View File

@ -82,7 +82,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScenePersistence_OnObjectCreateBySync);
}
//Called after AddRegion() has been called for all region modules of the scene.
@ -156,12 +157,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// ScenePersistence's actions upon an object is added to the local scene.
/// </summary>
private void ScenePersistence_OnObjectCreate(EntityBase entity)
private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
SceneObjectGroup sog = (SceneObjectGroup)entity;
//probably what we should do here is to set some variable sog.SyncToBackup to true, and sog.ProcessBackup will only run if that value is true,
//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
sog.AttachToBackup();
}
}

View File

@ -84,7 +84,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScriptEngine_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += ScriptEngine_OnSymmetricSyncStop;
//for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript.
@ -166,7 +167,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void ScriptEngine_OnObjectCreate(EntityBase entity)
private void ScriptEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{

View File

@ -47,6 +47,11 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ObjectDeleteDelegate(EntityBase obj);
//SYMMETRIC SYNC
public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
//end of SYMMETRIC SYNC
/// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time.
@ -64,6 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
public event ObjectCreateDelegate OnObjectCreate;
public event ObjectDeleteDelegate OnObjectRemove;
//SYMMETRIC SYNC
public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
//end of SYMMETRIC SYNC
#endregion
#region Fields
@ -1963,9 +1972,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//This is an object added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created
//locally.
//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
{
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
@ -2007,8 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
//if (attachToBackup)
// sceneObject.AttachToBackup();
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
//if (OnObjectCreate != null)
// OnObjectCreate(sceneObject);
if (OnObjectCreateBySync != null)
OnObjectCreateBySync(sceneObject);
lock (SceneObjectGroupsByFullID)
{