* Some more presence refactoring

afrisby
lbsa71 2007-09-20 23:28:08 +00:00
parent 7335e5710b
commit 101369e25a
6 changed files with 470 additions and 470 deletions

View File

@ -191,7 +191,7 @@ namespace OpenSim.Region.ClientStack
#endregion
#region Objects/Prims
#region Objects/m_sceneObjects
case PacketType.ObjectLink:
// OpenSim.Framework.Console.MainLog.Instance.Verbose( Pack.ToString());
ObjectLinkPacket link = (ObjectLinkPacket)Pack;

View File

@ -15,11 +15,13 @@ namespace OpenSim.Region.Environment.Scenes
//split these method into this partial as a lot of these (hopefully) are only temporary and won't be needed once Caps is more complete
// or at least some of they can be moved somewhere else
public void AddInventoryItem(LLUUID userID, InventoryItemBase item)
public void AddInventoryItem(LLUUID avatarId, InventoryItemBase item)
{
if (Avatars.ContainsKey(userID))
ScenePresence avatar;
if ( TryGetAvatar( avatarId, out avatar ))
{
AddInventoryItem(Avatars[userID].ControllingClient, item);
AddInventoryItem(avatar.ControllingClient, item);
}
}
@ -33,12 +35,15 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public LLUUID CapsUpdateInventoryItemAsset(LLUUID userID, LLUUID itemID, byte[] data)
public LLUUID CapsUpdateInventoryItemAsset(LLUUID avatarId, LLUUID itemID, byte[] data)
{
if (Avatars.ContainsKey(userID))
ScenePresence avatar;
if (TryGetAvatar(avatarId, out avatar))
{
return CapsUpdateInventoryItemAsset(Avatars[userID].ControllingClient, itemID, data);
return CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
}
return LLUUID.Zero;
}

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@ -69,13 +69,13 @@ namespace OpenSim.Region.Environment.Scenes
public void InstantMessage(LLUUID fromAgentID, LLUUID fromAgentSession, LLUUID toAgentID, LLUUID imSessionID,
uint timestamp, string fromAgentName, string message, byte dialog)
{
if (Avatars.ContainsKey(toAgentID))
if (m_scenePresences.ContainsKey(toAgentID))
{
if (Avatars.ContainsKey(fromAgentID))
if (m_scenePresences.ContainsKey(fromAgentID))
{
// Local sim message
ScenePresence fromAvatar = Avatars[fromAgentID];
ScenePresence toAvatar = Avatars[toAgentID];
ScenePresence fromAvatar = m_scenePresences[fromAgentID];
ScenePresence toAvatar = m_scenePresences[toAgentID];
string fromName = fromAvatar.Firstname + " " + fromAvatar.Lastname;
toAvatar.ControllingClient.SendInstantMessage(fromAgentID, fromAgentSession, message, toAgentID,
imSessionID, fromName, dialog, timestamp);

View File

@ -52,23 +52,20 @@ using Timer = System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public delegate void ForEachScenePresenceDelegate(ScenePresence presence);
public partial class Scene : SceneBase
{
public delegate bool FilterAvatarList(ScenePresence avatar);
protected Timer m_heartbeatTimer = new Timer();
protected Dictionary<LLUUID, ScenePresence> Avatars;
protected Dictionary<LLUUID, SceneObjectGroup> Prims;
public PhysicsScene phyScene;
protected Dictionary<LLUUID, ScenePresence> m_scenePresences;
protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects;
/// publicized so it can be accessed from SceneObjectGroup.
protected float timeStep = 0.1f;
private Random Rand = new Random();
private uint _primCount = 702000;
private Mutex _primAllocateMutex = new Mutex(false);
private readonly Mutex _primAllocateMutex = new Mutex(false);
private int storageCount;
private int terrainCheckCount;
private int landPrimCheckCount;
@ -78,7 +75,7 @@ namespace OpenSim.Region.Environment.Scenes
public BasicQuadTreeNode QuadTree;
private Mutex updateLock;
private readonly Mutex updateLock;
protected ModuleLoader m_moduleLoader;
protected StorageManager storageManager;
@ -108,30 +105,28 @@ namespace OpenSim.Region.Environment.Scenes
get { return authenticateHandler; }
}
/// <summary>
///
/// </summary>
public PhysicsScene PhysScene
{
set { phyScene = value; }
get { return (phyScene); }
}
private LandManager m_LandManager;
private readonly LandManager m_LandManager;
public LandManager LandManager
{
get { return m_LandManager; }
}
private EstateManager m_estateManager;
private readonly EstateManager m_estateManager;
private PhysicsScene phyScene;
public PhysicsScene PhysScene
{
set { phyScene = value; }
get { return (phyScene); }
}
public EstateManager EstateManager
{
get { return m_estateManager; }
}
private PermissionManager m_permissionManager;
private readonly PermissionManager m_permissionManager;
public PermissionManager PermissionsMngr
{
@ -140,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
public Dictionary<LLUUID, SceneObjectGroup> Objects
{
get { return Prims; }
get { return m_sceneObjects; }
}
public int TimePhase
@ -191,8 +186,8 @@ namespace OpenSim.Region.Environment.Scenes
MainLog.Instance.Verbose("Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObjectGroup>();
m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("Creating LandMap");
Terrain = new TerrainEngine((int)RegionInfo.RegionLocX, (int)RegionInfo.RegionLocY);
@ -804,15 +799,15 @@ namespace OpenSim.Region.Environment.Scenes
Entities[client.AgentId] = newAvatar;
}
}
lock (Avatars)
lock (m_scenePresences)
{
if (Avatars.ContainsKey(client.AgentId))
if (m_scenePresences.ContainsKey(client.AgentId))
{
Avatars[client.AgentId] = newAvatar;
m_scenePresences[client.AgentId] = newAvatar;
}
else
{
Avatars.Add(client.AgentId, newAvatar);
m_scenePresences.Add(client.AgentId, newAvatar);
}
}
@ -841,11 +836,11 @@ namespace OpenSim.Region.Environment.Scenes
}
});
lock (Avatars)
lock (m_scenePresences)
{
if (Avatars.ContainsKey(agentID))
if (m_scenePresences.ContainsKey(agentID))
{
Avatars.Remove(agentID);
m_scenePresences.Remove(agentID);
}
}
lock (Entities)
@ -865,18 +860,18 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
#region Request Avatars List Methods
#region Request m_scenePresences List Methods
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all Avatars within a certain range of the calling prim/avatar.
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
/// <summary>
/// Request a List of all Avatars in this World
/// Request a List of all m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
List<ScenePresence> result = new List<ScenePresence>(Avatars.Values);
List<ScenePresence> result = new List<ScenePresence>(m_scenePresences.Values);
return result;
}
@ -892,14 +887,14 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Request a filtered list of Avatars in this World
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
foreach (ScenePresence avatar in m_scenePresences.Values)
{
if (filter(avatar))
{
@ -917,9 +912,9 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID avatarID)
{
if (Avatars.ContainsKey(avatarID))
if (m_scenePresences.ContainsKey(avatarID))
{
return Avatars[avatarID];
return m_scenePresences[avatarID];
}
return null;
}
@ -928,9 +923,9 @@ namespace OpenSim.Region.Environment.Scenes
///
/// </summary>
/// <param name="whatToDo"></param>
public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo)
public void ForEachScenePresence(Action<ScenePresence> whatToDo)
{
foreach (ScenePresence presence in Avatars.Values)
foreach (ScenePresence presence in m_scenePresences.Values)
{
whatToDo(presence);
}
@ -1031,9 +1026,9 @@ namespace OpenSim.Region.Environment.Scenes
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (Avatars.ContainsKey(agentID))
if (m_scenePresences.ContainsKey(agentID))
{
Avatars[agentID].MakeAvatar(position, isFlying);
m_scenePresences[agentID].MakeAvatar(position, isFlying);
}
}
}
@ -1098,11 +1093,11 @@ namespace OpenSim.Region.Environment.Scenes
{
if (regionHandle == m_regionHandle)
{
if (Avatars.ContainsKey(remoteClient.AgentId))
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
remoteClient.SendTeleportLocationStart();
remoteClient.SendLocalTeleport(position, lookAt, flags);
Avatars[remoteClient.AgentId].Teleport(position);
m_scenePresences[remoteClient.AgentId].Teleport(position);
}
}
else
@ -1184,9 +1179,9 @@ namespace OpenSim.Region.Environment.Scenes
public void SendUrlToUser(LLUUID avatarID, string objectname, LLUUID objectID, LLUUID ownerID, bool groupOwned,
string message, string url)
{
if (Avatars.ContainsKey(avatarID))
if (m_scenePresences.ContainsKey(avatarID))
{
Avatars[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned, message, url);
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned, message, url);
}
}
@ -1200,7 +1195,7 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGeneralAlert(string message)
{
foreach (ScenePresence presence in Avatars.Values)
foreach (ScenePresence presence in m_scenePresences.Values)
{
presence.ControllingClient.SendAlertMessage(message);
}
@ -1208,15 +1203,15 @@ namespace OpenSim.Region.Environment.Scenes
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
if (Avatars.ContainsKey(agentID))
if (m_scenePresences.ContainsKey(agentID))
{
Avatars[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
foreach (ScenePresence presence in Avatars.Values)
foreach (ScenePresence presence in m_scenePresences.Values)
{
if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
{
@ -1405,7 +1400,7 @@ namespace OpenSim.Region.Environment.Scenes
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
ScenePresence presence;
if (Avatars.TryGetValue(avatarId, out presence))
if (m_scenePresences.TryGetValue(avatarId, out presence))
{
if (!presence.childAgent)
{

View File

@ -314,7 +314,7 @@ namespace OpenSim.Region.Environment.Scenes
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null)
{
dupe.RootPart.PhysActor = m_scene.phyScene.AddPrim(
dupe.RootPart.PhysActor = m_scene.PhysScene.AddPrim(
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
dupe.RootPart.AbsolutePosition.Z),
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),

View File

@ -291,7 +291,7 @@ namespace OpenSim.Region.Environment.Scenes
private void RemoveFromPhysicalScene()
{
m_scene.phyScene.RemoveAvatar( this.PhysActor );
m_scene.PhysScene.RemoveAvatar( this.PhysActor );
}
/// <summary>
@ -844,7 +844,7 @@ namespace OpenSim.Region.Environment.Scenes
public void AddToPhysicalScene( )
{
PhysicsScene scene = m_scene.phyScene;
PhysicsScene scene = m_scene.PhysScene;
PhysicsVector pVec =
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,