Enabled LinkObject to synchronize across actors.

dsg
Huaiyu (Kitty) Liu 2011-01-26 16:01:54 -08:00
parent 4860eba0ba
commit 101d67c45b
8 changed files with 78 additions and 52 deletions

View File

@ -333,7 +333,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog, bool softDelete)
{
//m_log.DebugFormat("RegionSyncModule_OnObjectBeingRemovedFromScene called at time {0}:{1}:{2}", DateTime.Now.Minute, DateTime.Now.Second, DateTime.Now.Millisecond);
m_log.DebugFormat("SendDeleteObject called for object {0}", sog.UUID);
//Only send the message out if this is a relay node for sync messages, or this actor caused deleting the object
//if (m_isSyncRelay || CheckObjectForSendingUpdate(sog))
@ -351,14 +351,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
public void SendLinkObject(SceneObjectPart root, List<SceneObjectPart> children)
public void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children)
{
if(children.Count==0) return;
OSDMap data = new OSDMap();
//string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
//data["linkedGroup"]=OSD.FromString(sogxml);
data["root"] = OSD.FromUUID(root.UUID);
string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
data["linkedGroup"]=OSD.FromString(sogxml);
data["rootID"] = OSD.FromUUID(root.UUID);
data["partCount"] = OSD.FromInteger(children.Count);
data["actorID"] = OSD.FromString(m_actorID);
int partNum = 0;
@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data));
SendObjectUpdateToRelevantSyncConnectors(root.ParentGroup, rsm);
SendObjectUpdateToRelevantSyncConnectors(linkedGroup, rsm);
}
@ -1073,6 +1073,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
m_log.Debug(LogHeader + " handle update message of object " + sog.UUID);
//if (added)
switch (updateResult)
{
@ -1157,14 +1159,17 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
bool softDelete = data["softDelete"].AsBoolean();
SceneObjectGroup sog = m_scene.SceneGraph.GetGroupByPrim(sogUUID);
if (sog != null)
{
if (!softDelete)
{
m_log.Debug(LogHeader + " hard delete object " + sog.UUID);
m_scene.DeleteSceneObjectBySynchronization(sog);
}
else
{
m_log.Debug(LogHeader + " soft delete object " + sog.UUID);
m_scene.UnlinkSceneObject(sog, true);
}
}
@ -1187,9 +1192,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
string init_actorID = data["actorID"].AsString();
//string sogxml = data["linkedGroup"].AsString();
//SceneObjectGroup linkedGroup = SceneObjectSerializer.FromXml2Format(sogxml);
UUID rootID = data["root"].AsUUID();
string sogxml = data["linkedGroup"].AsString();
SceneObjectGroup linkedGroup = SceneObjectSerializer.FromXml2Format(sogxml);
UUID rootID = data["rootID"].AsUUID();
int partCount = data["partCount"].AsInteger();
List<UUID> childrenIDs = new List<UUID>();
@ -1199,7 +1204,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
childrenIDs.Add(data[partTempID].AsUUID());
}
m_scene.LinkObjectBySync(rootID, childrenIDs);
m_scene.LinkObjectBySync(linkedGroup, rootID, childrenIDs);
//if this is a relay node, forwards the event
if (m_isSyncRelay)

View File

@ -610,14 +610,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_lastUpdateActorID = actorID;
}
/*
public void CheckForTerrainUpdatesBySynchronization(long timeStamp, string actorID)
{
SyncInfoUpdate(timeStamp, actorID);
CheckForTerrainUpdates(false);
}
* */
public void TaintTerrianBySynchronization(long timeStamp, string actorID)
{
SyncInfoUpdate(timeStamp, actorID);

View File

@ -68,7 +68,7 @@ namespace OpenSim.Region.Framework.Interfaces
//May need some optimization there on the priorities.
void SendTerrainUpdates(string lastUpdateActorID);
void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
void SendLinkObject(SceneObjectPart root, List<SceneObjectPart> children);
void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
//For propogating scene events to other actors
void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs);

View File

@ -755,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="linkedGroup"></param>
/// <param name="rootID"></param>
/// <param name="childrenIDs"></param>
public void LinkObjectBySync(UUID rootID, List<UUID> childrenIDs)
public void LinkObjectBySync(SceneObjectGroup linkedGroup, UUID rootID, List<UUID> childrenIDs)
{
m_log.Debug("Start to LinkObjectBySync");
DebugSceneObjectGroups();
@ -779,18 +779,30 @@ namespace OpenSim.Region.Framework.Scenes
continue;
}
m_log.Debug("to link part " + part.DebugObjectPartProperties());
children.Add(part);
}
//Leverage the LinkObject implementation to get the book keeping of Group and Parts relations right
m_sceneGraph.LinkObjectsBySync(root, children);
//The properties of the newly linked object should be updated later with another UpdatedObject message.
//Set the property values as in the incoming copy of the object group
//SceneObjectGroup localGroup = root.ParentGroup;
//localGroup.UpdateObjectProperties(linkedGroup);
SceneObjectGroup localGroup = root.ParentGroup;
localGroup.UpdateObjectProperties(linkedGroup);
//debug
m_log.Debug("after SceneGraph.LinkObjectsBySync, the newly linked group is \n" + root.ParentGroup.DebugObjectUpdateResult());
m_log.Debug("parts before linking now have properties: ");
foreach (SceneObjectPart part in children)
{
m_log.Debug(part.DebugObjectPartProperties());
}
}
#endregion //SYMMETRIC SYNC

View File

@ -1577,25 +1577,11 @@ namespace OpenSim.Region.Framework.Scenes
}
//SYMMETRIC SYNC
//Send out a LinkObject message for synchronization purpose, before other object-update sync messages are sent out.
//We need to do this before the calling to parentGroup.LinkToGroup() below, as LinkToGroup will trigger
//SendDeleteObject message to be sent out.
// ------------- NOTE: This needs further optimization, as we don't want to block on sending messages while inside the lock. -------------
// However, we also want to make sure that the LinkObject message is sent out with high priority and sent
// earlier than the object update message triggered by the ScheduleGroupForFullUpdate() function below
if (m_parentScene.RegionSyncModule != null)
{
//Tell other actors to link the SceneObjectParts together as a new group. But not updating the properties yet.
//The properties will be updated later when parentGroup.ScheduleGroupForFullUpdate() is called below.
m_parentScene.RegionSyncModule.SendLinkObject(root, children);
}
//end of SYMMETRIC SYNC
foreach (SceneObjectGroup child in childGroups)
{
m_log.Debug("linking child " + child.UUID + " to parentGroup " + parentGroup.UUID);
parentGroup.LinkToGroup(child);
// this is here so physics gets updated!
@ -1603,13 +1589,25 @@ namespace OpenSim.Region.Framework.Scenes
child.AbsolutePosition = child.AbsolutePosition;
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//Schedule a LinkObject message for synchronization purpose. This will lead to enqueue a LinkObject message in SyncConnector's outgoingQueue,
//so should return quickly.
if (m_parentScene.RegionSyncModule != null)
{
//Tell other actors to link the SceneObjectParts together as a new group. But not updating the properties yet.
//The properties will be updated later when parentGroup.ScheduleGroupForFullUpdate() is called below.
parentGroup.SyncInfoUpdate();
m_parentScene.RegionSyncModule.SendLinkObject(parentGroup, root, children);
}
//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers)
parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
//end of SYMMETRIC SYNC
}
finally

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@ -2128,8 +2128,8 @@ namespace OpenSim.Region.Framework.Scenes
//SYMMETRIC SYNC
//The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly.
if (m_scene.RegionSyncModule != null)
m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//if (m_scene.RegionSyncModule != null)
// m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//end of SYMMETRIC SYNC
}
@ -3859,6 +3859,15 @@ namespace OpenSim.Region.Framework.Scenes
}
public void SyncInfoUpdate()
{
long timeStamp = DateTime.Now.Ticks;
string actorID = m_scene.ActorSyncModule.ActorID;
foreach (SceneObjectPart part in Parts)
{
part.SyncInfoUpdate(timeStamp, actorID);
}
}
#endregion
}

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@ -4931,9 +4931,9 @@ namespace OpenSim.Region.Framework.Scenes
set { m_lastUpdateActorID = value; }
}
public void UpdateTimestamp()
public void UpdateTimestamp(long time)
{
m_lastUpdateTimeStamp = DateTime.Now.Ticks;
m_lastUpdateTimeStamp = time;
}
public void SetLastUpdateActorID()
@ -4948,17 +4948,26 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private Object m_SyncInfoLock = new Object();
public void SyncInfoUpdate(long timeStamp, string actorID)
{
//update timestamp and actorID atomically
lock (m_SyncInfoLock)
{
UpdateTimestamp(timeStamp);
m_lastUpdateActorID = actorID;
}
}
public void SyncInfoUpdate()
{
//if (m_parentGroup == null || m_parentGroup.Scene==null || m_parentGroup.Scene.ActorSyncModule == null || m_parentGroup.Scene.ActorSyncModule.ActorID == null)
// return;
//Trick: calling UpdateTimestamp here makes sure that when an object was received and de-serialized, before
// its parts are linked together, neither TimeStamp or ActorID will be modified. This is because during de-serialization,
// ScheduleFullUpdate() is called when m_parentGroup == null
if (m_parentGroup != null && m_parentGroup.Scene != null && m_parentGroup.Scene.ActorSyncModule!=null)
if (m_parentGroup != null && m_parentGroup.Scene != null && m_parentGroup.Scene.ActorSyncModule != null)
{
UpdateTimestamp();
m_lastUpdateActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
SyncInfoUpdate(DateTime.Now.Ticks, m_parentGroup.Scene.ActorSyncModule.ActorID);
}
}
@ -5102,6 +5111,7 @@ namespace OpenSim.Region.Framework.Scenes
public string DebugObjectPartProperties()
{
string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId + ", lastUpdateActorID " + LastUpdateActorID + ", lastUpdateTimeStamp " + LastUpdateTimeStamp;
debugMsg += ", parentID " + ParentID + ", parentUUID " + ParentUUID;
return debugMsg;
}

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@ -675,7 +675,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
return 0;
}
m_log.DebugFormat("[Script] processing event {2} in state {3} to {0}.{1}, localID -{4}", m_PrimName, m_ScriptName, data.EventName, m_State, m_LocalID);
m_log.DebugFormat("[Script] processing event {2} in state {3} to {0}.{1}, localID-{4}", m_PrimName, m_ScriptName, data.EventName, m_State, m_LocalID);
if (data.EventName == "timer")