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) //private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog, bool softDelete) 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 //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)) //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; if(children.Count==0) return;
OSDMap data = new OSDMap(); OSDMap data = new OSDMap();
//string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup); string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
//data["linkedGroup"]=OSD.FromString(sogxml); data["linkedGroup"]=OSD.FromString(sogxml);
data["root"] = OSD.FromUUID(root.UUID); data["rootID"] = OSD.FromUUID(root.UUID);
data["partCount"] = OSD.FromInteger(children.Count); data["partCount"] = OSD.FromInteger(children.Count);
data["actorID"] = OSD.FromString(m_actorID); data["actorID"] = OSD.FromString(m_actorID);
int partNum = 0; int partNum = 0;
@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
} }
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data)); 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); Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
m_log.Debug(LogHeader + " handle update message of object " + sog.UUID);
//if (added) //if (added)
switch (updateResult) switch (updateResult)
{ {
@ -1157,14 +1159,17 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
bool softDelete = data["softDelete"].AsBoolean(); bool softDelete = data["softDelete"].AsBoolean();
SceneObjectGroup sog = m_scene.SceneGraph.GetGroupByPrim(sogUUID); SceneObjectGroup sog = m_scene.SceneGraph.GetGroupByPrim(sogUUID);
if (sog != null) if (sog != null)
{ {
if (!softDelete) if (!softDelete)
{ {
m_log.Debug(LogHeader + " hard delete object " + sog.UUID);
m_scene.DeleteSceneObjectBySynchronization(sog); m_scene.DeleteSceneObjectBySynchronization(sog);
} }
else else
{ {
m_log.Debug(LogHeader + " soft delete object " + sog.UUID);
m_scene.UnlinkSceneObject(sog, true); m_scene.UnlinkSceneObject(sog, true);
} }
} }
@ -1187,9 +1192,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
} }
string init_actorID = data["actorID"].AsString(); string init_actorID = data["actorID"].AsString();
//string sogxml = data["linkedGroup"].AsString(); string sogxml = data["linkedGroup"].AsString();
//SceneObjectGroup linkedGroup = SceneObjectSerializer.FromXml2Format(sogxml); SceneObjectGroup linkedGroup = SceneObjectSerializer.FromXml2Format(sogxml);
UUID rootID = data["root"].AsUUID(); UUID rootID = data["rootID"].AsUUID();
int partCount = data["partCount"].AsInteger(); int partCount = data["partCount"].AsInteger();
List<UUID> childrenIDs = new List<UUID>(); List<UUID> childrenIDs = new List<UUID>();
@ -1199,7 +1204,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
childrenIDs.Add(data[partTempID].AsUUID()); 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 this is a relay node, forwards the event
if (m_isSyncRelay) if (m_isSyncRelay)

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

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

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

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@ -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) foreach (SceneObjectGroup child in childGroups)
{ {
m_log.Debug("linking child " + child.UUID + " to parentGroup " + parentGroup.UUID);
parentGroup.LinkToGroup(child); parentGroup.LinkToGroup(child);
// this is here so physics gets updated! // this is here so physics gets updated!
@ -1603,13 +1589,25 @@ namespace OpenSim.Region.Framework.Scenes
child.AbsolutePosition = child.AbsolutePosition; 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.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK); parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true; 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 finally

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@ -2128,8 +2128,8 @@ namespace OpenSim.Region.Framework.Scenes
//SYMMETRIC SYNC //SYMMETRIC SYNC
//The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly. //The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly.
if (m_scene.RegionSyncModule != null) //if (m_scene.RegionSyncModule != null)
m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true); // m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//end of SYMMETRIC SYNC //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 #endregion
} }

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@ -4931,9 +4931,9 @@ namespace OpenSim.Region.Framework.Scenes
set { m_lastUpdateActorID = value; } set { m_lastUpdateActorID = value; }
} }
public void UpdateTimestamp() public void UpdateTimestamp(long time)
{ {
m_lastUpdateTimeStamp = DateTime.Now.Ticks; m_lastUpdateTimeStamp = time;
} }
public void SetLastUpdateActorID() 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() 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 //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, // 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 // 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(); SyncInfoUpdate(DateTime.Now.Ticks, m_parentGroup.Scene.ActorSyncModule.ActorID);
m_lastUpdateActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
} }
} }
@ -5102,6 +5111,7 @@ namespace OpenSim.Region.Framework.Scenes
public string DebugObjectPartProperties() public string DebugObjectPartProperties()
{ {
string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId + ", lastUpdateActorID " + LastUpdateActorID + ", lastUpdateTimeStamp " + LastUpdateTimeStamp; string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId + ", lastUpdateActorID " + LastUpdateActorID + ", lastUpdateTimeStamp " + LastUpdateTimeStamp;
debugMsg += ", parentID " + ParentID + ", parentUUID " + ParentUUID;
return debugMsg; return debugMsg;
} }