Another attempt to add SOG/SOP to ScenePresence so it can be handled by bucket update code
parent
a25eac0a40
commit
1ff16c93a3
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@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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//m_log.WarnFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
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m_log.WarnFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
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}
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public void SendUpdates()
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@ -253,7 +253,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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OSDMap data = new OSDMap();
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data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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// data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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data["UUID"] = OSD.FromUUID(pa.UUID);
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data["Bucket"] = OSD.FromString(bucketName);
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data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
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@ -280,7 +281,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
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m_log.DebugFormat("{0}: PhysBucketSender for {1}", LogHeader, updatedPart.UUID.ToString());
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m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
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}
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}
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@ -409,6 +410,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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List<ScenePresence> presenceUpdates = new List<ScenePresence>();
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/*
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if (m_presenceUpdates.Count > 0)
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{
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lock (m_updateScenePresenceLock)
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@ -418,6 +420,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_presenceUpdates.Clear();
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}
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}
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*/
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if (updated)
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{
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@ -458,19 +461,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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if (!presence.IsDeleted)
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{
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// Robert admits to doing this terrible kludge
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// Someday, ScenePresences will be properly handled but, for the moment,
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// we convert a ScenePresence update to a physics bucket transmission.
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SceneObjectPart sop = new SceneObjectPart(presence.UUID, new PrimitiveBaseShape(),
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Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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sop.PhysActor = presence.PhysicsActor;
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sop.UUID = presence.UUID;
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sop.BucketSyncInfoList = new Dictionary<string, BucketSyncInfo>();
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sop.BucketSyncInfoList.Add("Physics", new BucketSyncInfo(DateTime.Now.Ticks, ActorID, "Physics"));
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List<SceneObjectPart> lsop = new List<SceneObjectPart>();
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lsop.Add(sop);
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PrimUpdatesPhysicsBucketSender("Physics", lsop);
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/*
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OSDMap data = new OSDMap(10);
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data["id"] = OSD.FromUUID(presence.UUID);
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@ -1525,6 +1515,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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UUID partUUID = data["UUID"].AsUUID();
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string bucketName = data["Bucket"].AsString();
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m_log.DebugFormat("{0}: HandleUpdatedBucketProperties {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName);
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/* Commented out since OSDMap is now passed all the way through to the unpacker.
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* Previous implementation is to create a SOP and copy the values into same and copy them out later.
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SceneObjectPart updatedPart = new SceneObjectPart();
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@ -2435,10 +2435,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart localPart = GetSceneObjectPart(partUUID);
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if (localPart == null)
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{
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// it's not a prim. Maybe it's a ScenePresence
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ScenePresence sp;
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if (!m_parentScene.TryGetScenePresence(partUUID, out sp))
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{
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m_log.Warn("No SOP found: UUID -- " + partUUID);
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return Scene.ObjectUpdateResult.Unchanged;
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}
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localPart = sp.RegionSyncSOP;
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}
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return localPart.UpdateBucketProperties(bucketName, updatedPart, bucketSyncInfo);
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}
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@ -2746,11 +2746,22 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
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if (m_parentGroup == null)
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{
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m_log.Error("[SCENE OBJECT PART]: PhysicsRequestingTerseUpdate: m_parentGroup is null!");
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return;
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}
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if (m_parentGroup.Scene == null)
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{
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m_log.Error("[SCENE OBJECT PART]: PhysicsRequestingTerseUpdate: m_parentGroup.Scene is null!");
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return;
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}
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if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
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{
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m_parentGroup.AbsolutePosition = newpos;
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return;
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}
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m_log.DebugFormat("[PHYSICS]: TerseUpdate: newpos={0}", newpos.ToString());
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//m_parentGroup.RootPart.m_groupPosition = newpos;
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}
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//ScheduleTerseUpdate();
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@ -5447,6 +5458,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart localPart = this;
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PhysicsActor pa = localPart.PhysActor;
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m_log.DebugFormat("{0}: PhysicsBucketUpdateProcessor. pos={1}", "[SCENE OBJECT PART]", data["Position"].AsVector3().ToString());
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lock (m_bucketUpdateLocks[bucketName])
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{
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localPart.GroupPosition = data["GroupPosition"].AsVector3();
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@ -5502,7 +5515,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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long timeStamp = DateTime.Now.Ticks;
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m_log.Debug("InitializeBucketSyncInfo called at " + timeStamp);
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// m_log.Debug("InitializeBucketSyncInfo called at " + timeStamp);
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for (int i = 0; i < m_propertyBucketNames.Count; i++)
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{
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@ -112,6 +112,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
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// SYMMETRIC SYNC: used to make a ScenePresence look like a SceneObjectPart for synchronization
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private SceneObjectGroup m_sog;
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private SceneObjectPart m_sop;
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public SceneObjectPart RegionSyncSOP
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{
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get { return m_sop; }
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}
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private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
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private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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@ -2443,14 +2451,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendTerseUpdateToAllClients()
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{
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m_log.DebugFormat("[SCENE PRESENCE]: TerseUpdate: pos={0}", m_physicsActor.Position.ToString());
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// REGION SYNC
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if (m_scene.IsSyncedServer())
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{
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// the old and new systems live in parallel
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m_scene.RegionSyncModule.QueueScenePresenceForTerseUpdate(this);
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m_scene.RegionSyncServerModule.QueuePresenceForTerseUpdate(this);
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return;
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}
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if (m_scene.RegionSyncModule.Active)
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{
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m_sop.PhysicsRequestingTerseUpdate();
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m_scene.RegionSyncModule.QueueSceneObjectPartForUpdate(m_sop);
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}
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if (m_scene.IsSyncedServer() || m_scene.RegionSyncModule.Active)
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return;
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m_perfMonMS = Util.EnvironmentTickCount();
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@ -3378,6 +3391,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_physicsActor.SubscribeEvents(500);
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m_physicsActor.LocalID = LocalId;
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m_physicsActor.UUID = this.UUID;
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m_sop = new SceneObjectPart(this.UUID, new PrimitiveBaseShape(), Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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m_sop.PhysActor = m_physicsActor;
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m_sop.InitializeBucketSyncInfo();
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m_sog = new SceneObjectGroup(m_sop, true);
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m_sog.Scene = m_scene;
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}
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private void OutOfBoundsCall(Vector3 pos)
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@ -1355,7 +1355,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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_position.Z = m_taintPosition.Z;
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}
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}
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Console.WriteLine("ODECharacter: ProcessTaints: doing update");
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this.RequestPhysicsterseUpdate();
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}
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@ -155,7 +155,7 @@ public class PECharacter : PhysicsActor
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public override Vector3 Velocity {
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get { return _velocity; }
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set { _velocity = value;
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// SyncUpdated = true;
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SyncUpdated = true;
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}
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}
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public override Vector3 Torque {
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@ -124,6 +124,7 @@ public class PEScene : PhysicsScene
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// if the values have changed and it was I who changed them, send an update
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if (actor.SyncUpdated)
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{
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actor.SyncUpdated = false;
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actor.RequestPhysicsterseUpdate();
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}
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}
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