Shuffling fields and properties around in Scene to make Scene.cs more readable

viewer-2-initial-appearance
John Hurliman 2010-09-11 23:41:48 -07:00
parent e2544584ad
commit 007912d6f4
1 changed files with 124 additions and 138 deletions

View File

@ -57,55 +57,21 @@ namespace OpenSim.Region.Framework.Scenes
public partial class Scene : SceneBase public partial class Scene : SceneBase
{ {
public delegate void SynchronizeSceneHandler(Scene scene);
public SynchronizeSceneHandler SynchronizeScene = null;
/* Used by the loadbalancer plugin on GForge */
protected int m_splitRegionID = 0;
public int SplitRegionID
{
get { return m_splitRegionID; }
set { m_splitRegionID = value; }
}
private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
public delegate void SynchronizeSceneHandler(Scene scene);
#region Fields #region Fields
protected Timer m_restartWaitTimer = new Timer(); public SynchronizeSceneHandler SynchronizeScene;
public SimStatsReporter StatsReporter; public SimStatsReporter StatsReporter;
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
private volatile int m_bordersLocked = 0;
public bool BordersLocked
{
get { return m_bordersLocked == 1; }
set
{
if (value == true)
m_bordersLocked = 1;
else
m_bordersLocked = 0;
}
}
public List<Border> NorthBorders = new List<Border>(); public List<Border> NorthBorders = new List<Border>();
public List<Border> EastBorders = new List<Border>(); public List<Border> EastBorders = new List<Border>();
public List<Border> SouthBorders = new List<Border>(); public List<Border> SouthBorders = new List<Border>();
public List<Border> WestBorders = new List<Border>(); public List<Border> WestBorders = new List<Border>();
/// <value> /// <summary>Are we applying physics to any of the prims in this scene?</summary>
/// The scene graph for this scene
/// </value>
/// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
/// <summary>
/// Are we applying physics to any of the prims in this scene?
/// </summary>
public bool m_physicalPrim; public bool m_physicalPrim;
public float m_maxNonphys = 256; public float m_maxNonphys = 256;
public float m_maxPhys = 10; public float m_maxPhys = 10;
@ -119,24 +85,127 @@ namespace OpenSim.Region.Framework.Scenes
// root agents when ACL denies access to root agent // root agents when ACL denies access to root agent
public bool m_strictAccessControl = true; public bool m_strictAccessControl = true;
public int MaxUndoCount = 5; public int MaxUndoCount = 5;
public bool LoginsDisabled = true;
public bool LoadingPrims;
public IXfer XferManager;
// the minimum time that must elapse before a changed object will be considered for persisted
public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
// the maximum time that must elapse before a changed object will be considered for persisted
public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
protected int m_splitRegionID;
protected Timer m_restartWaitTimer = new Timer();
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
protected string m_simulatorVersion = "OpenSimulator Server";
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
protected SceneCommunicationService m_sceneGridService;
protected IAssetService m_AssetService;
protected IAuthorizationService m_AuthorizationService;
protected IInventoryService m_InventoryService;
protected IGridService m_GridService;
protected ILibraryService m_LibraryService;
protected ISimulationService m_simulationService;
protected IAuthenticationService m_AuthenticationService;
protected IPresenceService m_PresenceService;
protected IUserAccountService m_UserAccountService;
protected IAvatarService m_AvatarService;
protected IGridUserService m_GridUserService;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactory m_AvatarFactory;
protected IConfigSource m_config;
protected IRegionSerialiserModule m_serialiser;
protected IDialogModule m_dialogModule;
protected IEntityTransferModule m_teleportModule;
protected ICapabilitiesModule m_capsModule;
// Central Update Loop
protected int m_fps = 10;
protected uint m_frame;
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.UtcNow;
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
private int m_RestartTimerCounter; private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds; private int m_incrementsof15seconds;
private volatile bool m_backingup; private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
private Object m_heartbeatLock = new Object();
protected string m_simulatorVersion = "OpenSimulator Server"; private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
private int m_update_presences = 1; // Update scene presence movements
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int m_update_coarse_locations = 50;
protected ModuleLoader m_moduleLoader; private int frameMS;
protected StorageManager m_storageManager; private int physicsMS2;
protected AgentCircuitManager m_authenticateHandler; private int physicsMS;
private int otherMS;
private int tempOnRezMS;
private int eventMS;
private int backupMS;
private int terrainMS;
private int landMS;
private int lastCompletedFrame;
protected SceneCommunicationService m_sceneGridService; private bool m_physics_enabled = true;
public bool LoginsDisabled = true; private bool m_scripts_enabled = true;
public bool LoadingPrims = false; private string m_defaultScriptEngine;
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
private object m_deleting_scene_object = new object();
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
private double m_reprioritizationInterval = 5000.0;
private double m_rootReprioritizationDistance = 10.0;
private double m_childReprioritizationDistance = 20.0;
private Timer m_mapGenerationTimer = new Timer();
private bool m_generateMaptiles;
#endregion Fields
#region Properties
/* Used by the loadbalancer plugin on GForge */
public int SplitRegionID
{
get { return m_splitRegionID; }
set { m_splitRegionID = value; }
}
public bool BordersLocked
{
get { return m_bordersLocked == 1; }
set
{
if (value == true)
m_bordersLocked = 1;
else
m_bordersLocked = 0;
}
}
public new float TimeDilation public new float TimeDilation
{ {
get { return m_sceneGraph.PhysicsScene.TimeDilation; } get { return m_sceneGraph.PhysicsScene.TimeDilation; }
@ -147,13 +216,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_sceneGridService; } get { return m_sceneGridService; }
} }
public IXfer XferManager;
protected IAssetService m_AssetService;
protected IAuthorizationService m_AuthorizationService;
private Object m_heartbeatLock = new Object();
public IAssetService AssetService public IAssetService AssetService
{ {
get get
@ -191,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IInventoryService m_InventoryService;
public IInventoryService InventoryService public IInventoryService InventoryService
{ {
get get
@ -211,8 +271,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IGridService m_GridService;
public IGridService GridService public IGridService GridService
{ {
get get
@ -231,8 +289,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected ILibraryService m_LibraryService;
public ILibraryService LibraryService public ILibraryService LibraryService
{ {
get get
@ -244,7 +300,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected ISimulationService m_simulationService;
public ISimulationService SimulationService public ISimulationService SimulationService
{ {
get get
@ -255,7 +310,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IAuthenticationService m_AuthenticationService;
public IAuthenticationService AuthenticationService public IAuthenticationService AuthenticationService
{ {
get get
@ -266,7 +320,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IPresenceService m_PresenceService;
public IPresenceService PresenceService public IPresenceService PresenceService
{ {
get get
@ -276,7 +329,7 @@ namespace OpenSim.Region.Framework.Scenes
return m_PresenceService; return m_PresenceService;
} }
} }
protected IUserAccountService m_UserAccountService;
public IUserAccountService UserAccountService public IUserAccountService UserAccountService
{ {
get get
@ -287,8 +340,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService; public IAvatarService AvatarService
public OpenSim.Services.Interfaces.IAvatarService AvatarService
{ {
get get
{ {
@ -298,7 +350,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IGridUserService m_GridUserService;
public IGridUserService GridUserService public IGridUserService GridUserService
{ {
get get
@ -309,58 +360,18 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
public IAttachmentsModule AttachmentsModule { get; set; } public IAttachmentsModule AttachmentsModule { get; set; }
protected IAvatarFactory m_AvatarFactory;
public IAvatarFactory AvatarFactory public IAvatarFactory AvatarFactory
{ {
get { return m_AvatarFactory; } get { return m_AvatarFactory; }
} }
protected IConfigSource m_config;
protected IRegionSerialiserModule m_serialiser;
protected IDialogModule m_dialogModule;
protected IEntityTransferModule m_teleportModule;
protected ICapabilitiesModule m_capsModule;
public ICapabilitiesModule CapsModule public ICapabilitiesModule CapsModule
{ {
get { return m_capsModule; } get { return m_capsModule; }
} }
protected override IConfigSource GetConfig()
{
return m_config;
}
// Central Update Loop
protected int m_fps = 10;
protected uint m_frame;
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.UtcNow;
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
private int m_update_presences = 1; // Update scene presence movements
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int m_update_coarse_locations = 50;
private int frameMS;
private int physicsMS2;
private int physicsMS;
private int otherMS;
private int tempOnRezMS;
private int eventMS;
private int backupMS;
private int terrainMS;
private int landMS;
private int lastCompletedFrame;
public int MonitorFrameTime { get { return frameMS; } } public int MonitorFrameTime { get { return frameMS; } }
public int MonitorPhysicsUpdateTime { get { return physicsMS; } } public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
public int MonitorPhysicsSyncTime { get { return physicsMS2; } } public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
@ -372,36 +383,6 @@ namespace OpenSim.Region.Framework.Scenes
public int MonitorLandTime { get { return landMS; } } public int MonitorLandTime { get { return landMS; } }
public int MonitorLastFrameTick { get { return lastCompletedFrame; } } public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
private object m_deleting_scene_object = new object();
// the minimum time that must elapse before a changed object will be considered for persisted
public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
// the maximum time that must elapse before a changed object will be considered for persisted
public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
private double m_reprioritizationInterval = 5000.0;
private double m_rootReprioritizationDistance = 10.0;
private double m_childReprioritizationDistance = 20.0;
private Timer m_mapGenerationTimer = new Timer();
bool m_generateMaptiles = false;
#endregion
#region Properties
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } } public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
@ -481,7 +462,7 @@ namespace OpenSim.Region.Framework.Scenes
set { m_sceneGraph.RestorePresences = value; } set { m_sceneGraph.RestorePresences = value; }
} }
#endregion #endregion Properties
#region Constructors #region Constructors
@ -3954,6 +3935,11 @@ namespace OpenSim.Region.Framework.Scenes
#region Other Methods #region Other Methods
protected override IConfigSource GetConfig()
{
return m_config;
}
#endregion #endregion
public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)