Shuffling fields and properties around in Scene to make Scene.cs more readable
parent
e2544584ad
commit
007912d6f4
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@ -57,55 +57,21 @@ namespace OpenSim.Region.Framework.Scenes
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public partial class Scene : SceneBase
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{
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public delegate void SynchronizeSceneHandler(Scene scene);
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public SynchronizeSceneHandler SynchronizeScene = null;
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/* Used by the loadbalancer plugin on GForge */
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protected int m_splitRegionID = 0;
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public int SplitRegionID
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{
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get { return m_splitRegionID; }
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set { m_splitRegionID = value; }
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}
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private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
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private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
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public delegate void SynchronizeSceneHandler(Scene scene);
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#region Fields
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protected Timer m_restartWaitTimer = new Timer();
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public SynchronizeSceneHandler SynchronizeScene;
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public SimStatsReporter StatsReporter;
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protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
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protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
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private volatile int m_bordersLocked = 0;
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public bool BordersLocked
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{
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get { return m_bordersLocked == 1; }
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set
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{
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if (value == true)
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m_bordersLocked = 1;
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else
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m_bordersLocked = 0;
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}
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}
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public List<Border> NorthBorders = new List<Border>();
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public List<Border> EastBorders = new List<Border>();
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public List<Border> SouthBorders = new List<Border>();
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public List<Border> WestBorders = new List<Border>();
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/// <value>
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/// The scene graph for this scene
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/// </value>
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/// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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/// <summary>
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/// Are we applying physics to any of the prims in this scene?
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/// </summary>
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/// <summary>Are we applying physics to any of the prims in this scene?</summary>
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public bool m_physicalPrim;
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public float m_maxNonphys = 256;
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public float m_maxPhys = 10;
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@ -119,24 +85,127 @@ namespace OpenSim.Region.Framework.Scenes
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// root agents when ACL denies access to root agent
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public bool m_strictAccessControl = true;
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public int MaxUndoCount = 5;
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public bool LoginsDisabled = true;
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public bool LoadingPrims;
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public IXfer XferManager;
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// the minimum time that must elapse before a changed object will be considered for persisted
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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// the maximum time that must elapse before a changed object will be considered for persisted
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public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
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protected int m_splitRegionID;
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protected Timer m_restartWaitTimer = new Timer();
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protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
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protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
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protected string m_simulatorVersion = "OpenSimulator Server";
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protected ModuleLoader m_moduleLoader;
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protected StorageManager m_storageManager;
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protected AgentCircuitManager m_authenticateHandler;
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protected SceneCommunicationService m_sceneGridService;
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protected IAssetService m_AssetService;
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protected IAuthorizationService m_AuthorizationService;
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protected IInventoryService m_InventoryService;
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protected IGridService m_GridService;
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protected ILibraryService m_LibraryService;
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protected ISimulationService m_simulationService;
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protected IAuthenticationService m_AuthenticationService;
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protected IPresenceService m_PresenceService;
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protected IUserAccountService m_UserAccountService;
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protected IAvatarService m_AvatarService;
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protected IGridUserService m_GridUserService;
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protected IXMLRPC m_xmlrpcModule;
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protected IWorldComm m_worldCommModule;
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protected IAvatarFactory m_AvatarFactory;
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protected IConfigSource m_config;
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protected IRegionSerialiserModule m_serialiser;
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protected IDialogModule m_dialogModule;
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protected IEntityTransferModule m_teleportModule;
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protected ICapabilitiesModule m_capsModule;
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// Central Update Loop
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protected int m_fps = 10;
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protected uint m_frame;
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.UtcNow;
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private volatile int m_bordersLocked;
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private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private Object m_heartbeatLock = new Object();
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protected string m_simulatorVersion = "OpenSimulator Server";
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
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private int m_update_presences = 1; // Update scene presence movements
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private int m_update_events = 1;
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private int m_update_backup = 200;
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private int m_update_terrain = 50;
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private int m_update_land = 1;
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private int m_update_coarse_locations = 50;
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protected ModuleLoader m_moduleLoader;
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protected StorageManager m_storageManager;
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protected AgentCircuitManager m_authenticateHandler;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS;
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private int otherMS;
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private int tempOnRezMS;
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private int eventMS;
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private int lastCompletedFrame;
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protected SceneCommunicationService m_sceneGridService;
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public bool LoginsDisabled = true;
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public bool LoadingPrims = false;
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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private int m_LastLogin;
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private Thread HeartbeatThread;
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private volatile bool shuttingdown;
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private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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private object m_deleting_scene_object = new object();
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private double m_reprioritizationInterval = 5000.0;
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private double m_rootReprioritizationDistance = 10.0;
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private double m_childReprioritizationDistance = 20.0;
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private Timer m_mapGenerationTimer = new Timer();
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private bool m_generateMaptiles;
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#endregion Fields
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#region Properties
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/* Used by the loadbalancer plugin on GForge */
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public int SplitRegionID
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{
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get { return m_splitRegionID; }
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set { m_splitRegionID = value; }
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}
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public bool BordersLocked
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{
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get { return m_bordersLocked == 1; }
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set
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{
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if (value == true)
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m_bordersLocked = 1;
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else
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m_bordersLocked = 0;
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}
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}
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public new float TimeDilation
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{
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get { return m_sceneGraph.PhysicsScene.TimeDilation; }
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@ -147,13 +216,6 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_sceneGridService; }
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}
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public IXfer XferManager;
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protected IAssetService m_AssetService;
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protected IAuthorizationService m_AuthorizationService;
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private Object m_heartbeatLock = new Object();
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public IAssetService AssetService
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{
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get
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@ -191,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IInventoryService m_InventoryService;
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public IInventoryService InventoryService
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{
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get
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@ -211,8 +271,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IGridService m_GridService;
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public IGridService GridService
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{
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get
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@ -231,8 +289,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected ILibraryService m_LibraryService;
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public ILibraryService LibraryService
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{
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get
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@ -244,7 +300,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected ISimulationService m_simulationService;
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public ISimulationService SimulationService
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{
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get
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@ -255,7 +310,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IAuthenticationService m_AuthenticationService;
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public IAuthenticationService AuthenticationService
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{
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get
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@ -266,7 +320,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IPresenceService m_PresenceService;
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public IPresenceService PresenceService
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{
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get
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@ -276,7 +329,7 @@ namespace OpenSim.Region.Framework.Scenes
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return m_PresenceService;
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}
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}
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protected IUserAccountService m_UserAccountService;
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public IUserAccountService UserAccountService
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{
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get
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@ -287,8 +340,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService;
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public OpenSim.Services.Interfaces.IAvatarService AvatarService
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public IAvatarService AvatarService
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{
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get
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{
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@ -298,7 +350,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IGridUserService m_GridUserService;
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public IGridUserService GridUserService
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{
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get
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@ -309,58 +360,18 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected IXMLRPC m_xmlrpcModule;
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protected IWorldComm m_worldCommModule;
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public IAttachmentsModule AttachmentsModule { get; set; }
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protected IAvatarFactory m_AvatarFactory;
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public IAvatarFactory AvatarFactory
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{
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get { return m_AvatarFactory; }
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}
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protected IConfigSource m_config;
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protected IRegionSerialiserModule m_serialiser;
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protected IDialogModule m_dialogModule;
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protected IEntityTransferModule m_teleportModule;
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protected ICapabilitiesModule m_capsModule;
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public ICapabilitiesModule CapsModule
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{
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get { return m_capsModule; }
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}
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protected override IConfigSource GetConfig()
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{
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return m_config;
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}
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// Central Update Loop
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protected int m_fps = 10;
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protected uint m_frame;
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.UtcNow;
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
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private int m_update_presences = 1; // Update scene presence movements
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private int m_update_events = 1;
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private int m_update_backup = 200;
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private int m_update_terrain = 50;
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private int m_update_land = 1;
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private int m_update_coarse_locations = 50;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS;
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private int otherMS;
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private int tempOnRezMS;
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private int eventMS;
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private int lastCompletedFrame;
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public int MonitorFrameTime { get { return frameMS; } }
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public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
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public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
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@ -372,36 +383,6 @@ namespace OpenSim.Region.Framework.Scenes
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public int MonitorLandTime { get { return landMS; } }
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public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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private int m_LastLogin;
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private Thread HeartbeatThread;
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private volatile bool shuttingdown;
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private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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private object m_deleting_scene_object = new object();
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// the minimum time that must elapse before a changed object will be considered for persisted
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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// the maximum time that must elapse before a changed object will be considered for persisted
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public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private double m_reprioritizationInterval = 5000.0;
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private double m_rootReprioritizationDistance = 10.0;
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private double m_childReprioritizationDistance = 20.0;
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private Timer m_mapGenerationTimer = new Timer();
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bool m_generateMaptiles = false;
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#endregion
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#region Properties
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public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
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public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
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public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
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@ -481,7 +462,7 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_sceneGraph.RestorePresences = value; }
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}
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#endregion
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#endregion Properties
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#region Constructors
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@ -3954,6 +3935,11 @@ namespace OpenSim.Region.Framework.Scenes
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#region Other Methods
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protected override IConfigSource GetConfig()
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{
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return m_config;
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}
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#endregion
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public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
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