Added event SceneGraph.OnObjectCreateBySync, which will be triggered in AddSceneObjectByStateSynch.
ScriptEngineSyncModule now subscribes to this new event to create new script instances.dsg
parent
3123671651
commit
005c743fae
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@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ClientManager_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += ClientManager_OnSymmetricSyncStop;
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m_scene.EventManager.OnSymmetricSyncStop += ClientManager_OnSymmetricSyncStop;
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}
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}
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@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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/// </summary>
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private void ClientManager_OnObjectCreate(EntityBase entity)
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private void ClientManager_OnObjectCreateBySync(EntityBase entity)
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{
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{
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if (entity is SceneObjectGroup)
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if (entity is SceneObjectGroup)
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{
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{
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@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(PhysicsEngine_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += PhysicsEngine_OnSymmetricSyncStop;
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m_scene.EventManager.OnSymmetricSyncStop += PhysicsEngine_OnSymmetricSyncStop;
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}
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}
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@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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/// </summary>
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private void PhysicsEngine_OnObjectCreate(EntityBase entity)
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private void PhysicsEngine_OnObjectCreateBySync(EntityBase entity)
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{
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{
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if (entity is SceneObjectGroup)
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if (entity is SceneObjectGroup)
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{
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{
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@ -215,21 +215,27 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return;
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return;
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}
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}
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List<SceneObjectGroup> primUpdates;
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List<SceneObjectGroup> primUpdates=null;
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List<ScenePresence> presenceUpdates;
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List<ScenePresence> presenceUpdates=null;
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lock (m_updateSceneObjectPartLock)
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if (m_primUpdates.Count > 0)
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{
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{
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primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
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lock (m_updateSceneObjectPartLock)
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//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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{
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m_primUpdates.Clear();
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primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
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//m_presenceUpdates.Clear();
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//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_primUpdates.Clear();
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//m_presenceUpdates.Clear();
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}
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}
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}
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lock (m_updateScenePresenceLock)
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if (m_presenceUpdates.Count > 0)
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{
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{
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presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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lock (m_updateScenePresenceLock)
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m_presenceUpdates.Clear();
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{
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presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_presenceUpdates.Clear();
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}
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}
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}
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// This could be another thread for sending outgoing messages or just have the Queue functions
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// This could be another thread for sending outgoing messages or just have the Queue functions
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@ -238,18 +244,23 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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{
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// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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foreach (SceneObjectGroup sog in primUpdates)
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if (primUpdates != null)
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{
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{
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//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
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foreach (SceneObjectGroup sog in primUpdates)
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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{
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//send
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//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
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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{
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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}
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}
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}
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/*
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/*
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if(presenceUpdates!=null){
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foreach (ScenePresence presence in presenceUpdates)
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foreach (ScenePresence presence in presenceUpdates)
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{
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{
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try
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try
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@ -291,7 +302,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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{
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m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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}
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}
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}
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}}
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* */
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* */
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// Indicate that the current batch of updates has been completed
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// Indicate that the current batch of updates has been completed
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@ -415,6 +426,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
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m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
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}
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}
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//Object updates are sent by enqueuing into each connector's outQueue.
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private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
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private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
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{
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForObjectUpdates(sog);
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List<SyncConnector> syncConnectors = GetSyncConnectorsForObjectUpdates(sog);
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@ -427,6 +439,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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}
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}
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//Events are send out right away, without being put into the connector's outQueue first.
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//May need a better method for managing the outgoing messages (i.e. prioritizing object updates and events)
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private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
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private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
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{
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
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@ -784,8 +798,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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/// <summary>
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/// <summary>
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/// This function will enqueue a message for each SyncConnector in the connector's outgoing queue.
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/// This function will send out the sync message right away, without putting it into the SyncConnector's queue.
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/// Each SyncConnector has a SendLoop thread to send the messages in its outgoing queue.
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/// Should only be called for infrequent or high prority messages.
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/// </summary>
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="msgType"></param>
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/// <param name="data"></param>
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/// <param name="data"></param>
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@ -82,7 +82,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScenePersistence_OnObjectCreateBySync);
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}
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}
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//Called after AddRegion() has been called for all region modules of the scene.
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//Called after AddRegion() has been called for all region modules of the scene.
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@ -156,12 +157,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// <summary>
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/// ScenePersistence's actions upon an object is added to the local scene.
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/// ScenePersistence's actions upon an object is added to the local scene.
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/// </summary>
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/// </summary>
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private void ScenePersistence_OnObjectCreate(EntityBase entity)
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private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
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{
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{
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if (entity is SceneObjectGroup)
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if (entity is SceneObjectGroup)
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{
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{
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m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
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m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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//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,
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//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
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sog.AttachToBackup();
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sog.AttachToBackup();
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}
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}
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}
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}
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@ -84,7 +84,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScriptEngine_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += ScriptEngine_OnSymmetricSyncStop;
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m_scene.EventManager.OnSymmetricSyncStop += ScriptEngine_OnSymmetricSyncStop;
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//for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript.
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//for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript.
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/// <summary>
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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/// </summary>
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private void ScriptEngine_OnObjectCreate(EntityBase entity)
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private void ScriptEngine_OnObjectCreateBySync(EntityBase entity)
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{
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{
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if (entity is SceneObjectGroup)
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if (entity is SceneObjectGroup)
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{
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{
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@ -47,6 +47,11 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void ObjectDeleteDelegate(EntityBase obj);
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public delegate void ObjectDeleteDelegate(EntityBase obj);
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//SYMMETRIC SYNC
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public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
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//end of SYMMETRIC SYNC
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/// <summary>
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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/// should be migrated out over time.
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public event ObjectCreateDelegate OnObjectCreate;
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public event ObjectCreateDelegate OnObjectCreate;
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public event ObjectDeleteDelegate OnObjectRemove;
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public event ObjectDeleteDelegate OnObjectRemove;
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//SYMMETRIC SYNC
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public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
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//end of SYMMETRIC SYNC
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#endregion
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#endregion
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#region Fields
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#region Fields
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}
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}
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}
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}
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//This is an object added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
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//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(),
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//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created
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//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
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//locally.
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public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
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public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
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{
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{
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if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
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if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
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//if (attachToBackup)
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//if (attachToBackup)
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// sceneObject.AttachToBackup();
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// sceneObject.AttachToBackup();
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if (OnObjectCreate != null)
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//if (OnObjectCreate != null)
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OnObjectCreate(sceneObject);
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// OnObjectCreate(sceneObject);
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if (OnObjectCreateBySync != null)
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OnObjectCreateBySync(sceneObject);
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lock (SceneObjectGroupsByFullID)
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lock (SceneObjectGroupsByFullID)
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{
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{
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