From 005c743fae1fccfd3061eb24220266b8fe27b40a Mon Sep 17 00:00:00 2001 From: "Huaiyu (Kitty) Liu" Date: Mon, 24 Jan 2011 16:25:33 -0800 Subject: [PATCH] Added event SceneGraph.OnObjectCreateBySync, which will be triggered in AddSceneObjectByStateSynch. ScriptEngineSyncModule now subscribes to this new event to create new script instances. --- .../SymmetricSync/ClientManagerSyncModule.cs | 5 +- .../SymmetricSync/PhysicsEngineSyncModule.cs | 5 +- .../SymmetricSync/RegionSyncModule.cs | 54 ++++++++++++------- .../ScenePersistenceSyncModule.cs | 9 +++- .../SymmetricSync/ScriptEngineSyncModule.cs | 5 +- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 22 ++++++-- 6 files changed, 67 insertions(+), 33 deletions(-) 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) {