Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev
commit
13057c3751
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@ -393,7 +393,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//The following Sendxxx calls,send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
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//May need some optimization there on the priorities.
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public void SendTerrainUpdates(string lastUpdateActorID)
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public void SendTerrainUpdates(long updateTimeStamp, string lastUpdateActorID)
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{
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if (!IsSyncingWithOtherActors())
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{
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@ -404,7 +404,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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//m_scene.Heightmap should have been updated already by the caller, send it out
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//SendSyncMessage(SymmetricSyncMessage.MsgType.Terrain, m_scene.Heightmap.SaveToXmlString());
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SendTerrainUpdateMessage();
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SendTerrainUpdateMessage(updateTimeStamp, lastUpdateActorID);
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}
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}
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@ -804,6 +804,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["actorID"] = OSD.FromString(lastUpdateActorID);
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data["timeStamp"] = OSD.FromLong(lastUpdateTimeStamp);
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//m_log.DebugFormat("{0}: Send out terrain with TS {1}, actorID {2}", LogHeader, lastUpdateTimeStamp, lastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.Terrain, OSDParser.SerializeJsonString(data));
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connector.Send(syncMsg);
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}
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@ -1051,6 +1053,18 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return (m_syncConnectors.Count > 0);
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}
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private void SendTerrainUpdateToRelevantSyncConnectors(SymmetricSyncMessage syncMsg, string lastUpdateActorID)
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(lastUpdateActorID, syncMsg, null);
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foreach (SyncConnector connector in syncConnectors)
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{
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m_log.DebugFormat("{0}: Send terrain update to {1}", LogHeader, connector.OtherSideActorID);
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connector.Send(syncMsg);
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}
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}
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//Object updates are sent by enqueuing into each connector's outQueue.
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private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
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{
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@ -1761,14 +1775,19 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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string msgData = data["terrain"].AsString();
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long lastUpdateTimeStamp = data["actorID"].AsLong();
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string lastUpdateActorID = data["timeStamp"].AsString();
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long lastUpdateTimeStamp = data["timeStamp"].AsLong();
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string lastUpdateActorID = data["actorID"].AsString();
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//set new terrain
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m_scene.Heightmap.LoadFromXmlString(msgData);
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m_scene.RequestModuleInterface<ITerrainModule>().TaintTerrianBySynchronization(lastUpdateTimeStamp, lastUpdateActorID); ;
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//m_log.DebugFormat("{0}: received Terrain update msg, with TS {1}, actorID {2}",LogHeader, lastUpdateTimeStamp, lastUpdateActorID);
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//update the terrain if the incoming terrain data has an more recent timestamp
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if (m_scene.RequestModuleInterface<ITerrainModule>().UpdateTerrianBySync(lastUpdateTimeStamp, lastUpdateActorID, msgData))
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{
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//m_scene.Heightmap.LoadFromXmlString(msgData);
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//CheckForTerrainUpdates(false, timeStamp, actorID);
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m_log.DebugFormat("{0} : Synchronized terrain", LogHeader);
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}
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}
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private void HandleAddNewObject(SymmetricSyncMessage msg, string senderActorID)
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{
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@ -1912,19 +1931,30 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_scene.UpdateObjectPartBucketProperties(bucketName, partUUID, data, rBucketSyncInfo);
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}
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private void SendTerrainUpdateMessage()
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/// <summary>
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/// Send out a sync message about the updated Terrain. If this is a relay node,
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/// forward the sync message to all connectors except the one which initiated
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/// the update.
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/// </summary>
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/// <param name="lastUpdateTimeStamp"></param>
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/// <param name="lastUpdateActorID"></param>
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private void SendTerrainUpdateMessage(long lastUpdateTimeStamp, string lastUpdateActorID)
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{
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string msgData = m_scene.Heightmap.SaveToXmlString();
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long lastUpdateTimeStamp;
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string lastUpdateActorID;
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m_scene.RequestModuleInterface<ITerrainModule>().GetSyncInfo(out lastUpdateTimeStamp, out lastUpdateActorID);
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//long lastUpdateTimeStamp;
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//string lastUpdateActorID;
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//m_scene.RequestModuleInterface<ITerrainModule>().GetSyncInfo(out lastUpdateTimeStamp, out lastUpdateActorID);
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OSDMap data = new OSDMap(3);
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data["terrain"] = OSD.FromString(msgData);
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data["actorID"] = OSD.FromString(lastUpdateActorID);
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data["timeStamp"] = OSD.FromLong(lastUpdateTimeStamp);
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SendSyncMessage(SymmetricSyncMessage.MsgType.Terrain, OSDParser.SerializeJsonString(data));
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//m_log.DebugFormat("{0}: Ready to send terrain update with lastUpdateTimeStamp {1} and lastUpdateActorID {2}", LogHeader, lastUpdateTimeStamp, lastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.Terrain, OSDParser.SerializeJsonString(data));
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SendTerrainUpdateToRelevantSyncConnectors(syncMsg, lastUpdateActorID);
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//SendSyncMessage(SymmetricSyncMessage.MsgType.Terrain, OSDParser.SerializeJsonString(data));
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}
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@ -105,7 +105,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//InstallInterfaces();
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//Register for the OnPostSceneCreation event
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
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@ -177,6 +177,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//If this is the local scene the actor is working on, do something
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if (createdScene == m_scene)
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{
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m_scene.RequestModuleInterface<ITerrainModule>().SetSyncInfo(DateTime.Now.Ticks, m_scene.GetSyncActorID());
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}
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}
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@ -241,9 +241,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}, null);
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}
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catch (IOException)
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catch (Exception e)
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{
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m_log.WarnFormat("{0}:{1} has disconnected.", Description, m_connectorNum);
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m_log.WarnFormat("{0}:Error in Send() {1} has disconnected -- error message: {2}.", Description, m_connectorNum, e.Message);
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}
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}
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}
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@ -264,10 +264,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_log.WarnFormat("{0} Received: {1}", LogHeader, msg.ToString());
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}
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// If there is a problem reading from the client, shut 'er down.
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catch
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catch (Exception e)
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{
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//ShutdownClient();
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m_log.WarnFormat("{0}:{1} has disconnected.", Description, m_connectorNum);
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m_log.WarnFormat("{0}: ReceiveLoop error {1} has disconnected -- error message {2}.", Description, m_connectorNum, e.Message);
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Shutdown();
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return;
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}
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@ -551,6 +551,15 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
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m_scene.SaveTerrain();
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//SYMMETRIC SYNC
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//Terrain has been modified, send out sync message if needed
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//if (m_scene.RegionSyncModule != null)
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//{
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//m_log.DebugFormat("EventManager_OnTerrainTick: To call SendTerrainUpdates with TS {0} and actorID {1}", m_lastUpdateTimeStamp, m_lastUpdateActorID);
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//m_scene.RegionSyncModule.SendTerrainUpdates(m_lastUpdateTimeStamp, m_lastUpdateActorID);
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//}
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//end of SYMMETRIC SYNC
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// Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
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//m_scene.CreateTerrainTexture(true);
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}
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@ -610,12 +619,41 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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m_lastUpdateTimeStamp = timeStamp;
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m_lastUpdateActorID = actorID;
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// m_log.DebugFormat("TerrainModule: updated syncinfo -- TS {0}, actorID {1}", m_lastUpdateTimeStamp, m_lastUpdateActorID);
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}
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public void TaintTerrianBySynchronization(long timeStamp, string actorID)
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/// <summary>
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/// Invoked by receiving a terrain sync message. First, check if the
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/// timestamp is more advance than the local copy. If so, update the
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/// local terrain copy, update the sync info (timestamp and actorID).
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/// <param name="timeStamp"></param>
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/// <param name="actorID"></param>
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/// <param name="terrainData"></param>
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/// <returns></returns>
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public bool UpdateTerrianBySync(long timeStamp, string actorID, string terrainData)
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{
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SyncInfoUpdate(timeStamp, actorID);
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if (timeStamp > m_lastUpdateTimeStamp)
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{
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if (actorID.Equals(m_lastUpdateActorID) && actorID.Equals(m_scene.GetSyncActorID()))
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{
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m_log.WarnFormat("TerrainModule: Received a Terrain sync message with a more recent timestamp, HOWEVER, actorID on the update is the same with local acotrID ({0})",
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actorID);
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}
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//SyncInfoUpdate(timeStamp, actorID);
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//m_log.DebugFormat("TerrainModule: to copy new terrain data with TS {0}, actorID {1}", timeStamp, actorID);
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m_scene.Heightmap.LoadFromXmlString(terrainData);
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CheckForTerrainUpdates(false, timeStamp, actorID);
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return true;
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}
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else if ((timeStamp == m_lastUpdateTimeStamp) && !actorID.Equals(m_lastUpdateActorID))
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{
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m_log.WarnFormat("TerrainModule: actors {0} and {1} have edited terrain with the same timestamp, TO DE DONE: need to pick a winner.",
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actorID, m_lastUpdateActorID);
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}
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return false;
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}
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public bool TerrianModifiedLocally(string localActorID)
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@ -631,6 +669,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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lastUpdateActorID = m_lastUpdateActorID;
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}
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public void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID)
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{
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m_lastUpdateTimeStamp = lastUpdateTimeStamp;
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m_lastUpdateActorID = lastUpdateActorID;
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}
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//end of SYMMETRIC SYNC
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/// <summary>
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@ -641,14 +685,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private void CheckForTerrainUpdates()
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{
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//SYMMETRIC SYNC
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m_log.DebugFormat("CheckForTerrainUpdates() called");
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//Assumption: Thus function is only called when the terrain is updated by the local actor.
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// Updating terrain during receiving sync messages from another actor will call CheckForTerrainUpdates.
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//Update the timestamp to the current time tick, and set the LastUpdateActorID to be self
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long currentTimeTick = DateTime.Now.Ticks;
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string localActorID = m_scene.GetSyncActorID();
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SyncInfoUpdate(currentTimeTick, localActorID);
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//SyncInfoUpdate(currentTimeTick, localActorID);
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//Check if the terrain has been modified and send out sync message if modified.
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CheckForTerrainUpdates(false, currentTimeTick, localActorID);
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@ -698,10 +742,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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m_tainted = true;
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//SYMMETRIC SYNC
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//Terrain has been modified, send out sync message if needed
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//Terrain has been modified, updated the sync info
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if (m_scene.RegionSyncModule != null)
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{
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m_scene.RegionSyncModule.SendTerrainUpdates(m_lastUpdateActorID);
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SyncInfoUpdate(lastUpdateTimeStamp, lastUpdateActorID);
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m_scene.RegionSyncModule.SendTerrainUpdates(lastUpdateTimeStamp, lastUpdateActorID);
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}
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//end of SYMMETRIC SYNC
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}
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@ -80,7 +80,7 @@ namespace OpenSim.Region.Framework.Interfaces
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//In RegionSyncModule's implementation,
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//The following calls send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
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//May need some optimization there on the priorities.
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void SendTerrainUpdates(string lastUpdateActorID);
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void SendTerrainUpdates(long updateTimeStamp, string lastUpdateActorID);
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//For propogating scene events to other actors
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void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs);
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@ -66,7 +66,16 @@ namespace OpenSim.Region.Framework.Interfaces
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void UndoTerrain(ITerrainChannel channel);
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//SYMMETRIC SYNC
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void TaintTerrianBySynchronization(long timeStamp, string actorID);
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/// <summary>
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/// Invoked by receiving a terrain sync message. First, check if the
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/// timestamp is more advance than the local copy. If so, update the
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/// local terrain copy.
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/// </summary>
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/// <param name="timeStamp">The time that the updated terrain was
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/// created</param>
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/// <param name="actorID">The actor who created the update.</param>
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/// <param name="terrainData">The updated terrain</param>
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bool UpdateTerrianBySync(long timeStamp, string actorID, string terrainData);
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/// <summary>
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/// Return true if the most recent update on terrain is done locally (i.e. not by receiving a terrain-sync message).
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/// </summary>
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@ -79,6 +88,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="lastUpdateTimeStamp"></param>
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/// <param name="lastUpdateActorID"></param>
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void GetSyncInfo(out long lastUpdateTimeStamp, out string lastUpdateActorID);
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/// <summary>
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/// This is only supposed to be called by Persistence actor, which will
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/// set the timestamp and actorID values for terrain upon initialization time.
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/// </summary>
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/// <param name="lastUpdateTimeStamp"></param>
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/// <param name="lastUpdateActorID"></param>
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void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID);
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//end of SYMMETRIC SYNC
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}
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}
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