Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-05-21 21:16:04 +01:00
commit 297bcb5c3d
28 changed files with 545 additions and 421 deletions

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@ -1077,7 +1077,7 @@ namespace OpenSim.Client.MXP.ClientStack
throw new System.NotImplementedException();
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
}

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@ -618,7 +618,7 @@ namespace OpenSim.Client.Sirikata.ClientStack
throw new System.NotImplementedException();
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
throw new System.NotImplementedException();
}

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@ -624,7 +624,7 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
throw new System.NotImplementedException();
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
throw new System.NotImplementedException();
}

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@ -459,8 +459,6 @@ namespace OpenSim.Framework
public delegate void AgentFOV(IClientAPI client, float verticalAngle);
public delegate double UpdatePriorityHandler(UpdatePriorityData data);
public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID);
public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID);
@ -571,17 +569,16 @@ namespace OpenSim.Framework
public float dwell;
}
public struct UpdatePriorityData {
private double m_priority;
private uint m_localID;
public class EntityUpdate
{
public ISceneEntity Entity;
public PrimUpdateFlags Flags;
public UpdatePriorityData(double priority, uint localID) {
this.m_priority = priority;
this.m_localID = localID;
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
Entity = entity;
Flags = flags;
}
public double priority { get { return this.m_priority; } }
public uint localID { get { return this.m_localID; } }
}
/// <summary>
@ -1026,7 +1023,7 @@ namespace OpenSim.Framework
void SendAvatarDataImmediate(ISceneEntity avatar);
void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
void ReprioritizeUpdates(UpdatePriorityHandler handler);
void ReprioritizeUpdates();
void FlushPrimUpdates();
void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items,

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@ -33,5 +33,6 @@ namespace OpenSim.Framework
{
UUID UUID { get; }
uint LocalId { get; }
Vector3 AbsolutePosition { get; }
}
}

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@ -25,6 +25,7 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
@ -85,6 +86,11 @@ namespace OpenSim.Framework.Serialization
/// </value>
public const string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__";
/// <summary>
/// Template used for creating filenames in OpenSim Archives.
/// </summary>
public const string OAR_OBJECT_FILENAME_TEMPLATE = "{0}_{1:000}-{2:000}-{3:000}__{4}.xml";
/// <value>
/// Extensions used for asset types in the archive
/// </value>
@ -139,5 +145,32 @@ namespace OpenSim.Framework.Serialization
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
}
/// <summary>
/// Create the filename used to store an object in an OpenSim Archive.
/// </summary>
/// <param name="objectName"></param>
/// <param name="uuid"></param>
/// <param name="pos"></param>
/// <returns></returns>
public static string CreateOarObjectFilename(string objectName, UUID uuid, Vector3 pos)
{
return string.Format(
OAR_OBJECT_FILENAME_TEMPLATE, objectName,
Math.Round(pos.X), Math.Round(pos.Y), Math.Round(pos.Z),
uuid);
}
/// <summary>
/// Create the path used to store an object in an OpenSim Archives.
/// </summary>
/// <param name="objectName"></param>
/// <param name="uuid"></param>
/// <param name="pos"></param>
/// <returns></returns>
public static string CreateOarObjectPath(string objectName, UUID uuid, Vector3 pos)
{
return OBJECTS_PATH + CreateOarObjectFilename(objectName, uuid, pos);
}
}
}

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@ -28,7 +28,9 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using log4net;
namespace OpenSim.Framework.Serialization
{
@ -37,7 +39,7 @@ namespace OpenSim.Framework.Serialization
/// </summary>
public class TarArchiveWriter
{
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
protected static UTF8Encoding m_utf8Encoding = new UTF8Encoding();
@ -148,6 +150,9 @@ namespace OpenSim.Framework.Serialization
/// <param name="fileType"></param>
protected void WriteEntry(string filePath, byte[] data, char fileType)
{
// m_log.DebugFormat(
// "[TAR ARCHIVE WRITER]: Data for {0} is {1} bytes", filePath, (null == data ? "null" : data.Length.ToString()));
byte[] header = new byte[512];
// file path field (100)

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@ -50,18 +50,6 @@ using Nini.Config;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class EntityUpdate
{
public ISceneEntity Entity;
public PrimUpdateFlags Flags;
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
Entity = entity;
Flags = flags;
}
}
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
/// <summary>
@ -325,6 +313,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_cachedTextureSerial;
private PriorityQueue m_entityUpdates;
private Prioritizer m_prioritizer;
/// <value>
/// List used in construction of data blocks for an object update packet. This is to stop us having to
@ -465,6 +454,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_propertiesPacketTimer = new Timer(100);
m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
m_prioritizer = new Prioritizer(m_scene);
RegisterLocalPacketHandlers();
}
@ -3457,14 +3448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{
double priority;
if (entity is SceneObjectPart)
priority = ((SceneObjectPart)entity).ParentGroup.GetUpdatePriority(this);
else if (entity is ScenePresence)
priority = ((ScenePresence)entity).GetUpdatePriority(this);
else
priority = 0.0d;
double priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
@ -3613,19 +3597,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Packet Sending
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
PriorityQueue.UpdatePriorityHandler update_priority_handler =
delegate(ref double priority, uint local_id)
{
priority = handler(new UpdatePriorityData(priority, local_id));
return priority != double.NaN;
};
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Reprioritize(update_priority_handler);
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
}
private bool UpdatePriorityHandler(ref double priority, uint localID)
{
EntityBase entity;
if (m_scene.Entities.TryGetValue(localID, out entity))
{
priority = m_prioritizer.GetUpdatePriority(this, entity);
}
return priority != double.NaN;
}
public void FlushPrimUpdates()

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@ -0,0 +1,64 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenMetaverse;
using OpenSim.Framework.Serialization;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// Helper methods for archive manipulation
/// </summary>
/// This is a separate class from ArchiveConstants because we need to bring in very OpenSim specific classes.
public static class ArchiveHelpers
{
/// <summary>
/// Create the filename used for objects in OpenSim Archives.
/// </summary>
/// <param name="objectName"></param>
/// <param name="uuid"></param>
/// <param name="pos"></param>
/// <returns></returns>
public static string CreateObjectFilename(SceneObjectGroup sog)
{
return ArchiveConstants.CreateOarObjectFilename(sog.Name, sog.UUID, sog.AbsolutePosition);
}
/// <summary>
/// Create the path used to store an object in an OpenSim Archive.
/// </summary>
/// <param name="objectName"></param>
/// <param name="uuid"></param>
/// <param name="pos"></param>
/// <returns></returns>
public static string CreateObjectPath(SceneObjectGroup sog)
{
return ArchiveConstants.CreateOarObjectPath(sog.Name, sog.UUID, sog.AbsolutePosition);
}
}
}

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@ -38,7 +38,6 @@ using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
@ -244,7 +243,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// to the same scene (when this is possible).
sceneObject.ResetIDs();
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
if (!ResolveUserUuid(part.CreatorID))

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@ -145,17 +145,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
Vector3 position = sceneObject.AbsolutePosition;
string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject);
string filename
= string.Format(
"{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
sceneObject.UUID);
m_archiveWriter.WriteFile(filename, serializedObject);
m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
}
m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");

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@ -239,7 +239,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (asset != null)
{
// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as found", id);
// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(asset);
}

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@ -26,6 +26,7 @@
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Threading;
@ -33,8 +34,8 @@ using log4net.Config;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Serialiser;
@ -44,6 +45,9 @@ using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
using OpenSim.Tests.Common.Setup;
using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants;
using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader;
using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter;
namespace OpenSim.Region.CoreModules.World.Archiver.Tests
{
@ -56,6 +60,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
protected TestScene m_scene;
protected ArchiverModule m_archiverModule;
protected TaskInventoryItem m_soundItem;
[SetUp]
public void SetUp()
{
@ -124,10 +130,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
//log4net.Config.XmlConfigurator.Configure();
SceneObjectPart part1 = CreateSceneObjectPart1();
m_scene.AddNewSceneObject(new SceneObjectGroup(part1), false);
SceneObjectGroup sog1 = new SceneObjectGroup(part1);
m_scene.AddNewSceneObject(sog1, false);
SceneObjectPart part2 = CreateSceneObjectPart2();
m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false);
AssetNotecard nc = new AssetNotecard("Hello World!");
UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000");
UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000");
AssetBase ncAsset
= AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
m_scene.AssetService.Store(ncAsset);
SceneObjectGroup sog2 = new SceneObjectGroup(part2);
TaskInventoryItem ncItem
= new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
part2.Inventory.AddInventoryItem(ncItem, true);
m_scene.AddNewSceneObject(sog2, false);
MemoryStream archiveWriteStream = new MemoryStream();
m_scene.EventManager.OnOarFileSaved += SaveCompleted;
@ -151,18 +170,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
bool gotControlFile = false;
bool gotObject1File = false;
bool gotObject2File = false;
string expectedObject1FileName = string.Format(
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
part1.Name,
Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z),
part1.UUID);
string expectedObject2FileName = string.Format(
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
part2.Name,
Math.Round(part2.GroupPosition.X), Math.Round(part2.GroupPosition.Y), Math.Round(part2.GroupPosition.Z),
part2.UUID);
bool gotNcAssetFile = false;
string expectedNcAssetFileName = string.Format("{0}_{1}", ncAssetUuid, "notecard.txt");
List<string> foundPaths = new List<string>();
List<string> expectedPaths = new List<string>();
expectedPaths.Add(ArchiveHelpers.CreateObjectPath(sog1));
expectedPaths.Add(ArchiveHelpers.CreateObjectPath(sog2));
string filePath;
TarArchiveReader.TarEntryType tarEntryType;
@ -173,26 +188,22 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
{
gotControlFile = true;
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
Assert.That(fileName, Is.EqualTo(expectedNcAssetFileName));
gotNcAssetFile = true;
}
else if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
string fileName = filePath.Remove(0, ArchiveConstants.OBJECTS_PATH.Length);
if (fileName.StartsWith(part1.Name))
{
Assert.That(fileName, Is.EqualTo(expectedObject1FileName));
gotObject1File = true;
}
else if (fileName.StartsWith(part2.Name))
{
Assert.That(fileName, Is.EqualTo(expectedObject2FileName));
gotObject2File = true;
}
foundPaths.Add(filePath);
}
}
Assert.That(gotControlFile, Is.True, "No control file in archive");
Assert.That(gotObject1File, Is.True, "No object1 file in archive");
Assert.That(gotObject2File, Is.True, "No object2 file in archive");
Assert.That(gotNcAssetFile, Is.True, "No notecard asset file in archive");
Assert.That(foundPaths, Is.EquivalentTo(expectedPaths));
// TODO: Test presence of more files and contents of files.
}

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@ -548,7 +548,7 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
}

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@ -28,11 +28,12 @@
using System;
using System.Runtime.Serialization;
using System.Security.Permissions;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class EntityBase
public abstract class EntityBase : ISceneEntity
{
/// <summary>
/// The scene to which this entity belongs

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@ -0,0 +1,191 @@
using System;
using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
/*
* Steps to add a new prioritization policy:
*
* - Add a new value to the UpdatePrioritizationSchemes enum.
* - Specify this new value in the [InterestManagement] section of your
* OpenSim.ini. The name in the config file must match the enum value name
* (although it is not case sensitive).
* - Write a new GetPriorityBy*() method in this class.
* - Add a new entry to the switch statement in GetUpdatePriority() that calls
* your method.
*/
namespace OpenSim.Region.Framework.Scenes
{
public enum UpdatePrioritizationSchemes
{
Time = 0,
Distance = 1,
SimpleAngularDistance = 2,
FrontBack = 3,
BestAvatarResponsiveness = 4,
}
public class Prioritizer
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
public Prioritizer(Scene scene)
{
m_scene = scene;
}
public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
switch (m_scene.UpdatePrioritizationScheme)
{
case UpdatePrioritizationSchemes.Time:
return GetPriorityByTime();
case UpdatePrioritizationSchemes.Distance:
return GetPriorityByDistance(client, entity);
case UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
case UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(client, entity);
case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
return GetPriorityByBestAvatarResponsiveness(client, entity);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
}
private double GetPriorityByTime()
{
return DateTime.UtcNow.ToOADate();
}
private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
{
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
// If this is an update for our own avatar give it the highest priority
if (presence == entity)
return 0.0;
// Use the camera position for local agents and avatar position for remote agents
Vector3 presencePos = (presence.IsChildAgent) ?
presence.AbsolutePosition :
presence.CameraPosition;
// Use group position for child prims
Vector3 entityPos;
if (entity is SceneObjectPart)
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
else
entityPos = entity.AbsolutePosition;
return Vector3.DistanceSquared(presencePos, entityPos);
}
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
{
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
// If this is an update for our own avatar give it the highest priority
if (presence == entity)
return 0.0;
// Use group position for child prims
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
else
entityPos = entity.AbsolutePosition;
if (!presence.IsChildAgent)
{
// Root agent. Use distance from camera and a priority decrease for objects behind us
Vector3 camPosition = presence.CameraPosition;
Vector3 camAtAxis = presence.CameraAtAxis;
// Distance
double priority = Vector3.DistanceSquared(camPosition, entityPos);
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, entityPos) + d;
if (p < 0.0f) priority *= 2.0;
return priority;
}
else
{
// Child agent. Use the normal distance method
Vector3 presencePos = presence.AbsolutePosition;
return Vector3.DistanceSquared(presencePos, entityPos);
}
}
return double.NaN;
}
private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
// If this is an update for our own avatar give it the highest priority
if (presence == entity)
return 0.0;
// Use group position for child prims
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
else
entityPos = entity.AbsolutePosition;
if (!presence.IsChildAgent)
{
if (entity is ScenePresence)
return 1.0;
// Root agent. Use distance from camera and a priority decrease for objects behind us
Vector3 camPosition = presence.CameraPosition;
Vector3 camAtAxis = presence.CameraAtAxis;
// Distance
double priority = Vector3.DistanceSquared(camPosition, entityPos);
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, entityPos) + d;
if (p < 0.0f) priority *= 2.0;
if (entity is SceneObjectPart)
{
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
if (physActor == null || !physActor.IsPhysical)
priority+=100;
}
return priority;
}
else
{
// Child agent. Use the normal distance method
Vector3 presencePos = presence.AbsolutePosition;
return Vector3.DistanceSquared(presencePos, entityPos);
}
}
return double.NaN;
}
}
}

View File

@ -58,13 +58,6 @@ namespace OpenSim.Region.Framework.Scenes
public partial class Scene : SceneBase
{
public enum UpdatePrioritizationSchemes {
Time = 0,
Distance = 1,
SimpleAngularDistance = 2,
FrontBack = 3,
}
public delegate void SynchronizeSceneHandler(Scene scene);
public SynchronizeSceneHandler SynchronizeScene = null;
@ -402,12 +395,6 @@ namespace OpenSim.Region.Framework.Scenes
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritization_enabled = true;
private double m_reprioritization_interval = 5000.0;
private double m_root_reprioritization_distance = 10.0;
private double m_child_reprioritization_distance = 20.0;
private object m_deleting_scene_object = new object();
// the minimum time that must elapse before a changed object will be considered for persisted
@ -415,15 +402,21 @@ namespace OpenSim.Region.Framework.Scenes
// the maximum time that must elapse before a changed object will be considered for persisted
public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
private double m_reprioritizationInterval = 5000.0;
private double m_rootReprioritizationDistance = 10.0;
private double m_childReprioritizationDistance = 20.0;
#endregion
#region Properties
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } }
public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } }
public double ReprioritizationInterval { get { return m_reprioritization_interval; } }
public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } }
public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } }
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
public AgentCircuitManager AuthenticateHandler
{
@ -625,6 +618,8 @@ namespace OpenSim.Region.Framework.Scenes
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
#region Region Settings
// Load region settings
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
@ -673,6 +668,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
@ -717,6 +714,8 @@ namespace OpenSim.Region.Framework.Scenes
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
try
{
// Region config overrides global config
@ -770,38 +769,6 @@ namespace OpenSim.Region.Framework.Scenes
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
IConfig interest_management_config = m_config.Configs["InterestManagement"];
if (interest_management_config != null)
{
string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
switch (update_prioritization_scheme)
{
case "time":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
break;
case "distance":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance;
break;
case "simpleangulardistance":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
break;
case "frontback":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
break;
default:
m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
break;
}
m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
}
m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");
#region BinaryStats
try
@ -838,6 +805,38 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.Warn("[SCENE]: Failed to load StartupConfig");
}
#endregion Region Config
#region Interest Management
if (m_config != null)
{
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
{
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
}
}
m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
#endregion Interest Management
}
/// <summary>

View File

@ -307,61 +307,64 @@ namespace OpenSim.Region.Framework.Scenes
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
return false;
bool alreadyExisted = false;
if (m_parentScene.m_clampPrimSize)
{
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
Vector3 scale = part.Shape.Scale;
if (scale.X > m_parentScene.m_maxNonphys)
scale.X = m_parentScene.m_maxNonphys;
if (scale.Y > m_parentScene.m_maxNonphys)
scale.Y = m_parentScene.m_maxNonphys;
if (scale.Z > m_parentScene.m_maxNonphys)
scale.Z = m_parentScene.m_maxNonphys;
part.Shape.Scale = scale;
}
}
sceneObject.AttachToScene(m_parentScene);
if (sendClientUpdates)
sceneObject.ScheduleGroupForFullUpdate();
lock (sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
if (Entities.ContainsKey(sceneObject.UUID))
{
Entities.Add(sceneObject);
m_numPrim += sceneObject.Children.Count;
// m_log.WarnFormat(
// "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request",
// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);
return false;
}
if (attachToBackup)
sceneObject.AttachToBackup();
// m_log.DebugFormat(
// "[SCENE GRAPH]: Adding object {0} {1} to region {2}",
// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
lock (m_dictionary_lock)
if (m_parentScene.m_clampPrimSize)
{
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
Vector3 scale = part.Shape.Scale;
if (scale.X > m_parentScene.m_maxNonphys)
scale.X = m_parentScene.m_maxNonphys;
if (scale.Y > m_parentScene.m_maxNonphys)
scale.Y = m_parentScene.m_maxNonphys;
if (scale.Z > m_parentScene.m_maxNonphys)
scale.Z = m_parentScene.m_maxNonphys;
part.Shape.Scale = scale;
}
}
else
sceneObject.AttachToScene(m_parentScene);
if (sendClientUpdates)
sceneObject.ScheduleGroupForFullUpdate();
Entities.Add(sceneObject);
m_numPrim += sceneObject.Children.Count;
if (attachToBackup)
sceneObject.AttachToBackup();
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
lock (m_dictionary_lock)
{
alreadyExisted = true;
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
}
return alreadyExisted;
return true;
}
/// <summary>

View File

@ -3841,107 +3841,6 @@ namespace OpenSim.Region.Framework.Scenes
SetFromItemID(uuid);
}
#endregion
public double GetUpdatePriority(IClientAPI client)
{
switch (Scene.UpdatePrioritizationScheme)
{
case Scene.UpdatePrioritizationSchemes.Time:
return GetPriorityByTime();
case Scene.UpdatePrioritizationSchemes.Distance:
return GetPriorityByDistance(client);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityBySimpleAngularDistance(client);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(client);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}
}
private double GetPriorityByTime()
{
return DateTime.Now.ToOADate();
}
private double GetPriorityByDistance(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByDistance((presence.IsChildAgent) ?
presence.AbsolutePosition : presence.CameraPosition);
}
return double.NaN;
}
private double GetPriorityBySimpleAngularDistance(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityBySimpleAngularDistance((presence.IsChildAgent) ?
presence.AbsolutePosition : presence.CameraPosition);
}
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
}
return double.NaN;
}
public double GetPriorityByDistance(Vector3 position)
{
return Vector3.Distance(AbsolutePosition, position);
}
public double GetPriorityBySimpleAngularDistance(Vector3 position)
{
double distance = Vector3.Distance(position, AbsolutePosition);
if (distance >= double.Epsilon)
{
float height;
Vector3 box = GetAxisAlignedBoundingBox(out height);
double angle = box.X / distance;
double max = angle;
angle = box.Y / distance;
if (max < angle)
max = angle;
angle = box.Z / distance;
if (max < angle)
max = angle;
return -max;
}
else
return double.MinValue;
}
public double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
{
// Distance
double priority = Vector3.Distance(camPosition, AbsolutePosition);
// Scale
//priority -= GroupScale().Length();
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
if (p < 0.0f) priority *= 2.0f;
return priority;
}
public void ResetOwnerChangeFlag()
{
@ -3950,5 +3849,7 @@ namespace OpenSim.Region.Framework.Scenes
part.ResetOwnerChangeFlag();
});
}
#endregion
}
}

View File

@ -4090,123 +4090,9 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
}
}
public double GetUpdatePriority(IClientAPI client)
{
switch (Scene.UpdatePrioritizationScheme)
{
case Scene.UpdatePrioritizationSchemes.Time:
return GetPriorityByTime();
case Scene.UpdatePrioritizationSchemes.Distance:
return GetPriorityByDistance(client);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityByDistance(client);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(client);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
}
private double GetPriorityByTime()
{
return DateTime.Now.ToOADate();
}
private double GetPriorityByDistance(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByDistance((presence.IsChildAgent) ?
presence.AbsolutePosition : presence.CameraPosition);
}
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
}
return double.NaN;
}
private double GetPriorityByDistance(Vector3 position)
{
return Vector3.Distance(AbsolutePosition, position);
}
private double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
{
// Distance
double priority = Vector3.Distance(camPosition, AbsolutePosition);
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
if (p < 0.0f) priority *= 2.0f;
return priority;
}
private double GetSOGUpdatePriority(SceneObjectGroup sog)
{
switch (Scene.UpdatePrioritizationScheme)
{
case Scene.UpdatePrioritizationSchemes.Time:
throw new InvalidOperationException("UpdatePrioritizationScheme for time not supported for reprioritization");
case Scene.UpdatePrioritizationSchemes.Distance:
return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return sog.GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}
}
private double UpdatePriority(UpdatePriorityData data)
{
EntityBase entity;
SceneObjectGroup group;
if (Scene.Entities.TryGetValue(data.localID, out entity))
{
group = entity as SceneObjectGroup;
if (group != null)
return GetSOGUpdatePriority(group);
ScenePresence presence = entity as ScenePresence;
if (presence == null)
throw new InvalidOperationException("entity found is neither SceneObjectGroup nor ScenePresence");
switch (Scene.UpdatePrioritizationScheme)
{
case Scene.UpdatePrioritizationSchemes.Time:
throw new InvalidOperationException("UpdatePrioritization for time not supported for reprioritization");
case Scene.UpdatePrioritizationSchemes.Distance:
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}
}
else
{
group = Scene.GetGroupByPrim(data.localID);
if (group != null)
return GetSOGUpdatePriority(group);
}
return double.NaN;
}
private void ReprioritizeUpdates()
{
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != Scene.UpdatePrioritizationSchemes.Time)
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
{
lock (m_reprioritization_timer)
{
@ -4220,7 +4106,7 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
private void Reprioritize(object sender, ElapsedEventArgs e)
{
m_controllingClient.ReprioritizeUpdates(UpdatePriority);
m_controllingClient.ReprioritizeUpdates();
lock (m_reprioritization_timer)
{

View File

@ -49,18 +49,62 @@ namespace OpenSim.Region.Framework.Scenes.Tests
/// <summary>
/// Test adding an object to a scene.
/// </summary>
[Test, LongRunning]
[Test]
public void TestAddSceneObject()
{
TestHelper.InMethod();
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
string objName = "obj1";
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
SceneObjectPart part
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = objName, UUID = objUuid };
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part), false), Is.True);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
//m_log.Debug("retrievedPart : {0}", retrievedPart);
// If the parts have the same UUID then we will consider them as one and the same
Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
Assert.That(retrievedPart.Name, Is.EqualTo(objName));
Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid));
}
[Test]
/// <summary>
/// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene.
/// </summary>
public void TestAddExistingSceneObjectUuid()
{
TestHelper.InMethod();
Scene scene = SceneSetupHelpers.SetupScene();
string obj1Name = "Alfred";
string obj2Name = "Betty";
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
SceneObjectPart part1
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = obj1Name, UUID = objUuid };
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
SceneObjectPart part2
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = obj2Name, UUID = objUuid };
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
//m_log.Debug("retrievedPart : {0}", retrievedPart);
// If the parts have the same UUID then we will consider them as one and the same
Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name));
Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid));
}
/// <summary>

View File

@ -58,7 +58,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelper.InMethod();
UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
AssetBase corruptAsset
= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();

View File

@ -123,8 +123,8 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in sceneObject.GetParts())
{
//m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
// m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
@ -155,7 +155,9 @@ namespace OpenSim.Region.Framework.Scenes
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
// m_log.DebugFormat(
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
if (!assetUuids.ContainsKey(tii.AssetID))
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);

View File

@ -1074,7 +1074,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
}

View File

@ -638,7 +638,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
}

View File

@ -641,7 +641,7 @@ namespace OpenSim.Tests.Common.Mock
{
}
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
public void ReprioritizeUpdates()
{
}

View File

@ -38,13 +38,21 @@ namespace OpenSim.Tests.Common
/// <summary>
/// Create an asset from the given data
/// </summary>
public static AssetBase CreateAsset(UUID assetUuid, string data, UUID creatorID)
public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
{
AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)AssetType.Object, creatorID.ToString());
asset.Data = Encoding.ASCII.GetBytes(data);
AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
asset.Data = data;
return asset;
}
/// <summary>
/// Create an asset from the given data
/// </summary>
public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string data, UUID creatorID)
{
return CreateAsset(assetUuid, assetType, Encoding.ASCII.GetBytes(data), creatorID);
}
/// <summary>
/// Create an asset from the given scene object
/// </summary>
@ -53,9 +61,11 @@ namespace OpenSim.Tests.Common
/// <returns></returns>
public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
{
AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)AssetType.Object, sog.OwnerID.ToString());
asset.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog));
return asset;
return CreateAsset(
assetUuid,
AssetType.Object,
Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog)),
sog.OwnerID);
}
}
}

View File

@ -32,7 +32,6 @@ using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
@ -115,7 +114,6 @@ namespace OpenSim.Tests.Common.Setup
return SetupScene(name, id, x, y,"");
}
/// <summary>
/// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
/// or a different, to get a brand new scene with new shared region modules.