diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ClientManagerSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ClientManagerSyncModule.cs
index ea6d8bb3e2..1e2dd6fee6 100755
--- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ClientManagerSyncModule.cs
+++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ClientManagerSyncModule.cs
@@ -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
///
/// Script Engine's action upon an object is added to the local scene
///
- private void ClientManager_OnObjectCreate(EntityBase entity)
+ private void ClientManager_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/PhysicsEngineSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/PhysicsEngineSyncModule.cs
index e0b8c73982..757d6eb23f 100755
--- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/PhysicsEngineSyncModule.cs
+++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/PhysicsEngineSyncModule.cs
@@ -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
///
/// Script Engine's action upon an object is added to the local scene
///
- private void PhysicsEngine_OnObjectCreate(EntityBase entity)
+ private void PhysicsEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/RegionSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/RegionSyncModule.cs
index 1c17fd2f60..5f543ddf01 100644
--- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/RegionSyncModule.cs
+++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/RegionSyncModule.cs
@@ -215,21 +215,27 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
return;
}
- List primUpdates;
- List presenceUpdates;
+ List primUpdates=null;
+ List presenceUpdates=null;
- lock (m_updateSceneObjectPartLock)
+ if (m_primUpdates.Count > 0)
{
- primUpdates = new List(m_primUpdates.Values);
- //presenceUpdates = new List(m_presenceUpdates.Values);
- m_primUpdates.Clear();
- //m_presenceUpdates.Clear();
+ lock (m_updateSceneObjectPartLock)
+ {
+ primUpdates = new List(m_primUpdates.Values);
+ //presenceUpdates = new List(m_presenceUpdates.Values);
+ m_primUpdates.Clear();
+ //m_presenceUpdates.Clear();
+ }
}
- lock (m_updateScenePresenceLock)
+ if (m_presenceUpdates.Count > 0)
{
- presenceUpdates = new List(m_presenceUpdates.Values);
- m_presenceUpdates.Clear();
+ lock (m_updateScenePresenceLock)
+ {
+ presenceUpdates = new List(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 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 syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
@@ -784,8 +798,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
///
- /// 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.
///
///
///
diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScenePersistenceSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScenePersistenceSyncModule.cs
index f922b66980..69b3472728 100755
--- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScenePersistenceSyncModule.cs
+++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScenePersistenceSyncModule.cs
@@ -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
///
/// ScenePersistence's actions upon an object is added to the local scene.
///
- 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();
}
}
diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs
index ee6ab985bc..acac89aa00 100755
--- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs
+++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs
@@ -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
///
/// Script Engine's action upon an object is added to the local scene
///
- private void ScriptEngine_OnObjectCreate(EntityBase entity)
+ private void ScriptEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f9815ee8b6..99c150ff3c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -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
+
+
///
/// 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)
{