Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2011-04-12 00:27:39 +01:00
commit 42b96a8be0
14 changed files with 811 additions and 591 deletions

View File

@ -66,8 +66,8 @@ namespace OpenSim.Client.MXP.ClientStack
private readonly IScene m_scene;
private readonly string m_firstName;
private readonly string m_lastName;
private int m_objectsToSynchronize = 0;
private int m_objectsSynchronized = -1;
// private int m_objectsToSynchronize = 0;
// private int m_objectsSynchronized = -1;
private Vector3 m_startPosition=new Vector3(128f, 128f, 128f);
#endregion
@ -462,8 +462,8 @@ namespace OpenSim.Client.MXP.ClientStack
public void MXPSendSynchronizationBegin(int objectCount)
{
m_objectsToSynchronize = objectCount;
m_objectsSynchronized = 0;
// m_objectsToSynchronize = objectCount;
// m_objectsSynchronized = 0;
SynchronizationBeginEventMessage synchronizationBeginEventMessage = new SynchronizationBeginEventMessage();
synchronizationBeginEventMessage.ObjectCount = (uint)objectCount;
Session.Send(synchronizationBeginEventMessage);

View File

@ -39,6 +39,8 @@ namespace OpenSim.Data.MySQL
{
public class MySQLGenericTableHandler<T> : MySqlFramework where T: class, new()
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<string, FieldInfo> m_Fields =
new Dictionary<string, FieldInfo>();
@ -217,7 +219,6 @@ namespace OpenSim.Data.MySQL
{
using (MySqlCommand cmd = new MySqlCommand())
{
string query = "";
List<String> names = new List<String>();
List<String> values = new List<String>();
@ -226,6 +227,16 @@ namespace OpenSim.Data.MySQL
{
names.Add(fi.Name);
values.Add("?" + fi.Name);
// Temporarily return more information about what field is unexpectedly null for
// http://opensimulator.org/mantis/view.php?id=5403. This might be due to a bug in the
// InventoryTransferModule or we may be required to substitute a DBNull here.
if (fi.GetValue(row) == null)
throw new NullReferenceException(
string.Format(
"[MYSQL GENERIC TABLE HANDLER]: Trying to store field {0} for {1} which is unexpectedly null",
fi.Name, row));
cmd.Parameters.AddWithValue(fi.Name, fi.GetValue(row).ToString());
}

View File

@ -341,7 +341,12 @@ namespace OpenSim
m_console.Commands.AddCommand("region", false, "config get",
"config get [<section>] [<key>]",
"Show a config option",
"Synonym for config show",
HandleConfig);
m_console.Commands.AddCommand("region", false, "config show",
"config show [<section>] [<key>]",
"Show config information",
"If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine
+ "If a section is given but not a field, then all fields in that section are printed.",
HandleConfig);
@ -593,7 +598,9 @@ namespace OpenSim
if (cmdparams.Length > 0)
{
switch (cmdparams[0].ToLower())
string firstParam = cmdparams[0].ToLower();
switch (firstParam)
{
case "set":
if (cmdparams.Length < 4)
@ -618,6 +625,7 @@ namespace OpenSim
break;
case "get":
case "show":
if (cmdparams.Length == 1)
{
foreach (IConfig config in m_config.Source.Configs)
@ -654,8 +662,8 @@ namespace OpenSim
}
else
{
Notice("Syntax: config get [<section>] [<key>]");
Notice("Example: config get ScriptEngine.DotNetEngine NumberOfScriptThreads");
Notice("Syntax: config {0} [<section>] [<key>]", firstParam);
Notice("Example: config {0} ScriptEngine.DotNetEngine NumberOfScriptThreads", firstParam);
}
break;

View File

@ -49,6 +49,8 @@ using Timer = System.Timers.Timer;
using AssetLandmark = OpenSim.Framework.AssetLandmark;
using Nini.Config;
using System.IO;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
@ -299,6 +301,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Used to adjust Sun Orbit values so Linden based viewers properly position sun</summary>
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
// First log file or time has expired, start writing to a new log file
//<MIC>
// -----------------------------------------------------------------
// -----------------------------------------------------------------
// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
// -----------------------------------------------------------------
// -----------------------------------------------------------------
public class QueueLogger
{
public Int32 start = 0;
public StreamWriter Log = null;
private Dictionary<UUID,int> m_idMap = new Dictionary<UUID,int>();
public QueueLogger()
{
DateTime now = DateTime.Now;
String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
Log = new StreamWriter(fname);
start = Util.EnvironmentTickCount();
}
public int LookupID(UUID uuid)
{
int localid;
if (! m_idMap.TryGetValue(uuid,out localid))
{
localid = m_idMap.Count + 1;
m_idMap[uuid] = localid;
}
return localid;
}
}
public static QueueLogger QueueLog = null;
// -----------------------------------------------------------------
public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
{
if (QueueLog == null)
QueueLog = new QueueLogger();
Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
lock(QueueLog)
{
int cid = QueueLog.LookupID(client);
int aid = QueueLog.LookupID(avatar);
QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
}
}
// -----------------------------------------------------------------
public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
{
if (QueueLog == null)
QueueLog = new QueueLogger();
Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
lock(QueueLog)
{
int cid = QueueLog.LookupID(client);
QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
}
}
// -----------------------------------------------------------------
// -----------------------------------------------------------------
// -----------------------------------------------------------------
// -----------------------------------------------------------------
//</MIC>
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients
@ -3575,6 +3648,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Primitive Packet/Data Sending Methods
/// <summary>
/// Generate one of the object update packets based on PrimUpdateFlags
/// and broadcast the packet to clients
@ -3590,12 +3664,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return; // Don't send updates for other people's HUDs
}
double priority = m_prioritizer.GetUpdatePriority(this, entity);
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
private Int32 m_LastQueueFill = 0;
private uint m_maxUpdates = 0;
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
@ -3603,195 +3680,232 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
int updatesThisCall = 0;
float avgTimeDilation = 0;
EntityUpdate update;
while (updatesThisCall < maxUpdates)
if (maxUpdates <= 0)
{
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out update))
break;
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
if (update.Entity is SceneObjectPart)
m_maxUpdates = Int32.MaxValue;
}
else
{
if (m_maxUpdates == 0 || m_LastQueueFill == 0)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
// safety measure.
//
// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
// updates and kills on different threads with different scheduling strategies, hence this protection.
//
// This doesn't appear to apply to child prims - a client will happily ignore these updates
// after the root prim has been deleted.
lock (m_killRecord)
{
if (m_killRecord.Contains(part.LocalId))
continue;
if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
continue;
}
if (part.ParentGroup.IsDeleted)
continue;
if (part.ParentGroup.IsAttachment)
{ // Someone else's HUD, why are we getting these?
if (part.ParentGroup.OwnerID != AgentId &&
part.ParentGroup.RootPart.Shape.State >= 30)
continue;
ScenePresence sp;
// Owner is not in the sim, don't update it to
// anyone
if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
continue;
List<SceneObjectGroup> atts = sp.Attachments;
bool found = false;
foreach (SceneObjectGroup att in atts)
{
if (att == part.ParentGroup)
{
found = true;
break;
}
}
// It's an attachment of a valid avatar, but
// doesn't seem to be attached, skip
if (!found)
continue;
}
if (part.ParentGroup.IsAttachment && m_disableFacelights)
{
if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
{
part.Shape.LightEntry = false;
}
}
}
++updatesThisCall;
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
canUseCompressed = false;
}
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
canUseCompressed = false;
canUseImproved = false;
m_maxUpdates = (uint)maxUpdates;
}
else
{
if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
m_maxUpdates += 5;
else
m_maxUpdates = m_maxUpdates >> 1;
}
m_maxUpdates = Util.Clamp<uint>(m_maxUpdates,10,500);
}
m_LastQueueFill = Util.EnvironmentTickCount();
int updatesThisCall = 0;
//<MIC>
// DEBUGGING CODE... REMOVE
// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
//</MIC>
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
float avgTimeDilation = 1.0f;
lock (m_killRecord)
{
EntityUpdate update;
Int32 timeinqueue; // this is just debugging code & can be dropped later
while (updatesThisCall < m_maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
break;
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
// safety measure.
//
// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
// updates and kills on different threads with different scheduling strategies, hence this protection.
//
// This doesn't appear to apply to child prims - a client will happily ignore these updates
// after the root prim has been deleted.
lock (m_killRecord)
{
if (m_killRecord.Contains(part.LocalId))
continue;
if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
continue;
}
if (part.ParentGroup.IsDeleted)
continue;
if (part.ParentGroup.IsAttachment)
{ // Someone else's HUD, why are we getting these?
if (part.ParentGroup.OwnerID != AgentId &&
part.ParentGroup.RootPart.Shape.State >= 30)
continue;
ScenePresence sp;
// Owner is not in the sim, don't update it to
// anyone
if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
continue;
List<SceneObjectGroup> atts = sp.Attachments;
bool found = false;
foreach (SceneObjectGroup att in atts)
{
if (att == part.ParentGroup)
{
found = true;
break;
}
}
// It's an attachment of a valid avatar, but
// doesn't seem to be attached, skip
if (!found)
continue;
}
if (part.ParentGroup.IsAttachment && m_disableFacelights)
{
if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
{
part.Shape.LightEntry = false;
}
}
}
++updatesThisCall;
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
canUseCompressed = false;
}
if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
updateFlags.HasFlag(PrimUpdateFlags.Text) ||
updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
updateFlags.HasFlag(PrimUpdateFlags.Material) ||
updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
canUseCompressed = false;
canUseImproved = false;
}
}
#endregion UpdateFlags to packet type conversion
#region Block Construction
// TODO: Remove this once we can build compressed updates
canUseCompressed = false;
if (!canUseImproved && !canUseCompressed)
{
if (update.Entity is ScenePresence)
else
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
if (update.Entity is ScenePresence)
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
}
else
{
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
}
}
if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
updateFlags.HasFlag(PrimUpdateFlags.Text) ||
updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
updateFlags.HasFlag(PrimUpdateFlags.Material) ||
updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
canUseImproved = false;
}
}
#endregion UpdateFlags to packet type conversion
#region Block Construction
// TODO: Remove this once we can build compressed updates
canUseCompressed = false;
if (!canUseImproved && !canUseCompressed)
{
if (update.Entity is ScenePresence)
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
}
else
{
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
// {
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
// string text = sop.Text;
// if (text.IndexOf("\n") >= 0)
// text = text.Remove(text.IndexOf("\n"));
//
// if (m_attachmentsSent.Contains(sop.ParentID))
// {
//// m_log.DebugFormat(
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
//// sop.LocalId, text);
//
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
//
// m_attachmentsSent.Add(sop.LocalId);
// }
// else
// {
// m_log.DebugFormat(
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
// sop.LocalId, text, sop.ParentID);
//
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
// }
// }
// else
// {
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
// }
}
}
else if (!canUseImproved)
{
compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
}
else
{
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
// {
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
// string text = sop.Text;
// if (text.IndexOf("\n") >= 0)
// text = text.Remove(text.IndexOf("\n"));
//
// if (m_attachmentsSent.Contains(sop.ParentID))
// {
//// m_log.DebugFormat(
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
//// sop.LocalId, text);
//
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
//
// m_attachmentsSent.Add(sop.LocalId);
// }
// else
// {
// m_log.DebugFormat(
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
// sop.LocalId, text, sop.ParentID);
//
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
// }
// }
// else
// {
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
// }
if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
// Self updates go into a special list
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
else
// Everything else goes here
terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
}
}
else if (!canUseImproved)
{
compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
}
else
{
if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
// Self updates go into a special list
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
else
// Everything else goes here
terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
}
#endregion Block Construction
#endregion Block Construction
}
}
#region Packet Sending
@ -3864,26 +3978,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void ReprioritizeUpdates()
{
//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
}
private bool UpdatePriorityHandler(ref double priority, uint localID)
private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
{
EntityBase entity;
if (m_scene.Entities.TryGetValue(localID, out entity))
if (entity != null)
{
priority = m_prioritizer.GetUpdatePriority(this, entity);
return true;
}
return priority != double.NaN;
return false;
}
public void FlushPrimUpdates()
{
m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
while (m_entityUpdates.Count > 0)
ProcessEntityUpdates(-1);
@ -11831,171 +11943,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
#region PriorityQueue
public class PriorityQueue
{
internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id);
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[1];
private Dictionary<uint, LookupItem> m_lookupTable;
private Comparison<double> m_comparison;
private object m_syncRoot = new object();
internal PriorityQueue() :
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, Comparer<double>.Default) { }
internal PriorityQueue(int capacity) :
this(capacity, Comparer<double>.Default) { }
internal PriorityQueue(IComparer<double> comparer) :
this(new Comparison<double>(comparer.Compare)) { }
internal PriorityQueue(Comparison<double> comparison) :
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, comparison) { }
internal PriorityQueue(int capacity, IComparer<double> comparer) :
this(capacity, new Comparison<double>(comparer.Compare)) { }
internal PriorityQueue(int capacity, Comparison<double> comparison)
{
m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
this.m_comparison = comparison;
}
public object SyncRoot { get { return this.m_syncRoot; } }
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
count = m_heaps[i].Count;
return count;
}
}
public bool Enqueue(double priority, EntityUpdate value, uint local_id)
{
LookupItem item;
if (m_lookupTable.TryGetValue(local_id, out item))
{
// Combine flags
value.Flags |= item.Heap[item.Handle].Value.Flags;
item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison);
return false;
}
else
{
item.Heap = m_heaps[0];
item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle);
m_lookupTable.Add(local_id, item);
return true;
}
}
internal EntityUpdate Peek()
{
for (int i = 0; i < m_heaps.Length; ++i)
if (m_heaps[i].Count > 0)
return m_heaps[i].Min().Value;
throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString()));
}
internal bool TryDequeue(out EntityUpdate value)
{
for (int i = 0; i < m_heaps.Length; ++i)
{
if (m_heaps[i].Count > 0)
{
MinHeapItem item = m_heaps[i].RemoveMin();
m_lookupTable.Remove(item.LocalID);
value = item.Value;
return true;
}
}
value = default(EntityUpdate);
return false;
}
internal void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
double priority;
foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
priority = item.Priority;
if (handler(ref priority, item.LocalID))
{
if (lookup.Heap.ContainsHandle(lookup.Handle))
lookup.Heap[lookup.Handle] =
new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison);
}
else
{
m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update");
lookup.Heap.Remove(lookup.Handle);
this.m_lookupTable.Remove(item.LocalID);
}
}
}
}
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private double priority;
private EntityUpdate value;
private uint local_id;
private Comparison<double> comparison;
internal MinHeapItem(double priority, EntityUpdate value, uint local_id) :
this(priority, value, local_id, Comparer<double>.Default) { }
internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer<double> comparer) :
this(priority, value, local_id, new Comparison<double>(comparer.Compare)) { }
internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison<double> comparison)
{
this.priority = priority;
this.value = value;
this.local_id = local_id;
this.comparison = comparison;
}
internal double Priority { get { return this.priority; } }
internal EntityUpdate Value { get { return this.value; } }
internal uint LocalID { get { return this.local_id; } }
public override string ToString()
{
StringBuilder sb = new StringBuilder();
sb.Append("[");
sb.Append(this.priority.ToString());
sb.Append(",");
if (this.value != null)
sb.Append(this.value.ToString());
sb.Append("]");
return sb.ToString();
}
public int CompareTo(MinHeapItem other)
{
return this.comparison(this.priority, other.priority);
}
}
#endregion
#region LookupItem
private struct LookupItem
{
internal MinHeap<MinHeapItem> Heap;
internal IHandle Handle;
}
#endregion
}
public struct PacketProcessor
{
public PacketMethod method;
@ -12016,8 +11963,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
#endregion
public static OSD BuildEvent(string eventName, OSD eventBody)
{
OSDMap osdEvent = new OSDMap(2);

View File

@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Caches packed throttle information</summary>
private byte[] m_packedThrottles;
private int m_defaultRTO = 3000;
private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
private int m_maxRTO = 60000;
public bool m_deliverPackets = true;
@ -567,7 +567,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
// Clamp the retransmission timeout to manageable values
rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
RTO = rto;

View File

@ -0,0 +1,245 @@
/*
* 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 System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using log4net;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class PriorityQueue
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
// Heap[0] for self updates
// Heap[1..12] for entity updates
internal const uint m_numberOfQueues = 12;
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
private uint m_nextQueue = 0;
private UInt64 m_nextRequest = 0;
private object m_syncRoot = new object();
public object SyncRoot {
get { return this.m_syncRoot; }
}
internal PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
internal PriorityQueue(int capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
}
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
count += m_heaps[i].Count;
return count;
}
}
public bool Enqueue(uint pqueue, EntityUpdate value)
{
LookupItem lookup;
uint localid = value.Entity.LocalId;
UInt64 entry = m_nextRequest++;
if (m_lookupTable.TryGetValue(localid, out lookup))
{
entry = lookup.Heap[lookup.Handle].EntryOrder;
value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
lookup.Heap.Remove(lookup.Handle);
}
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
}
internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
for (int i = 0; i < m_numberOfQueues; ++i)
{
// To get the fair queing, we cycle through each of the
// queues when finding an element to dequeue, this code
// assumes that the distribution of updates in the queues
// is polynomial, probably quadractic (eg distance of PI * R^2)
uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
if (m_heaps[h].Count > 0)
{
m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
MinHeapItem item = m_heaps[h].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
}
timeinqueue = 0;
value = default(EntityUpdate);
return false;
}
internal void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
uint pqueue = item.PriorityQueue;
uint localid = item.Value.Entity.LocalId;
if (handler(ref pqueue, item.Value.Entity))
{
// unless the priority queue has changed, there is no need to modify
// the entry
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
if (pqueue != item.PriorityQueue)
{
lookup.Heap.Remove(lookup.Handle);
LookupItem litem = lookup;
litem.Heap = m_heaps[pqueue];
litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
m_lookupTable[localid] = litem;
}
}
else
{
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
this.m_lookupTable.Remove(localid);
}
}
}
}
public override string ToString()
{
string s = "";
for (int i = 0; i < m_numberOfQueues; i++)
{
if (s != "") s += ",";
s += m_heaps[i].Count.ToString();
}
return s;
}
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate Value {
get {
return this.value;
}
}
private uint pqueue;
internal uint PriorityQueue {
get {
return this.pqueue;
}
}
private Int32 entrytime;
internal Int32 EntryTime {
get {
return this.entrytime;
}
}
private UInt64 entryorder;
internal UInt64 EntryOrder
{
get {
return this.entryorder;
}
}
internal MinHeapItem(uint pqueue, MinHeapItem other)
{
this.entrytime = other.entrytime;
this.entryorder = other.entryorder;
this.value = other.value;
this.pqueue = pqueue;
}
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;
this.value = value;
this.pqueue = pqueue;
}
public override string ToString()
{
return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
}
public int CompareTo(MinHeapItem other)
{
// I'm assuming that the root part of an SOG is added to the update queue
// before the component parts
return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
}
}
#endregion
#region LookupItem
private struct LookupItem
{
internal MinHeap<MinHeapItem> Heap;
internal IHandle Handle;
}
#endregion
}
}

View File

@ -29,8 +29,10 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Security;
using System.Text;
using System.Threading;
using System.Security.Cryptography.X509Certificates;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
@ -100,8 +102,24 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
public HttpRequestModule()
{
ServicePointManager.ServerCertificateValidationCallback +=ValidateServerCertificate;
}
public static bool ValidateServerCertificate(
object sender,
X509Certificate certificate,
X509Chain chain,
SslPolicyErrors sslPolicyErrors)
{
HttpWebRequest Request = (HttpWebRequest)sender;
if (Request.Headers.Get("NoVerifyCert") != null)
{
return true;
}
return chain.Build(new X509Certificate2(certificate));
}
#region IHttpRequestModule Members
public UUID MakeHttpRequest(string url, string parameters, string body)
@ -141,8 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
break;
case (int)HttpRequestConstants.HTTP_VERIFY_CERT:
// TODO implement me
htc.HttpVerifyCert = (int.Parse(parms[i + 1]) != 0);
break;
}
}
@ -189,7 +206,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
* Not sure how important ordering is is here - the next first
* one completed in the list is returned, based soley on its list
* position, not the order in which the request was started or
* finsihed. I thought about setting up a queue for this, but
* finished. I thought about setting up a queue for this, but
* it will need some refactoring and this works 'enough' right now
*/
@ -237,8 +254,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
m_scene.RegisterModuleInterface<IHttpRequestModule>(this);
m_proxyurl = config.Configs["Startup"].GetString("HttpProxy");
m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions");
m_proxyurl = config.Configs["Startup"].GetString("HttpProxy");
m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions");
m_pendingRequests = new Dictionary<UUID, HttpRequestClass>();
}
@ -282,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
public string HttpMethod = "GET";
public string HttpMIMEType = "text/plain;charset=utf-8";
public int HttpTimeout;
// public bool HttpVerifyCert = true; // not implemented
public bool HttpVerifyCert = true;
private Thread httpThread;
// Request info
@ -348,6 +365,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
Request.Method = HttpMethod;
Request.ContentType = HttpMIMEType;
if(!HttpVerifyCert)
{
// We could hijack Connection Group Name to identify
// a desired security exception. But at the moment we'll use a dummy header instead.
// Request.ConnectionGroupName = "NoVerify";
Request.Headers.Add("NoVerifyCert", "true");
}
// else
// {
// Request.ConnectionGroupName="Verify";
// }
if (proxyurl != null && proxyurl.Length > 0)
{
if (proxyexcepts != null && proxyexcepts.Length > 0)

View File

@ -223,7 +223,8 @@ namespace OpenSim.Region.Framework
catch (Exception e)
{
m_log.ErrorFormat(
"[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
"[MODULES]: Could not load types for plugin DLL {0}. Exception {1} {2}",
pluginAssembly.FullName, e.Message, e.StackTrace);
// justincc: Right now this is fatal to really get the user's attention
// TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?

View File

@ -58,16 +58,7 @@ namespace OpenSim.Region.Framework.Scenes
public class Prioritizer
{
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
/// viewer before child prim updates.
/// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
/// being double. We do it both ways so that there is a still a priority delta even if the priority is already
/// double.MinValue or double.MaxValue.
/// </summary>
private double m_childPrimAdjustmentFactor = 0.05;
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
@ -76,17 +67,35 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
}
public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
/// <summary>
/// Returns the priority queue into which the update should be placed. Updates within a
/// queue will be processed in arrival order. There are currently 12 priority queues
/// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
/// for avatar updates. The fair queuing discipline for processing the priority queues
/// assumes that the number of entities in each priority queues increases exponentially.
/// So for example... if queue 1 contains all updates within 10m of the avatar or camera
/// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
/// of updates.
/// </summary>
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
double priority = 0;
// If entity is null we have a serious problem
if (entity == null)
return 100000;
{
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
throw new InvalidOperationException("Prioritization entity not defined");
}
// If this is an update for our own avatar give it the highest priority
if (client.AgentId == entity.UUID)
return 0;
uint priority;
switch (m_scene.UpdatePrioritizationScheme)
{
case UpdatePrioritizationSchemes.Time:
priority = GetPriorityByTime();
priority = GetPriorityByTime(client, entity);
break;
case UpdatePrioritizationSchemes.Distance:
priority = GetPriorityByDistance(client, entity);
@ -104,182 +113,119 @@ namespace OpenSim.Region.Framework.Scenes
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
// Adjust priority so that root prims are sent to the viewer first. This is especially important for
// attachments acting as huds, since current viewers fail to display hud child prims if their updates
// arrive before the root one.
if (entity is SceneObjectPart)
{
SceneObjectPart sop = ((SceneObjectPart)entity);
if (sop.IsRoot)
{
if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
priority -= m_childPrimAdjustmentFactor;
}
else
{
if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
priority += m_childPrimAdjustmentFactor;
}
}
return priority;
}
private double GetPriorityByTime()
private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
{
return DateTime.UtcNow.ToOADate();
return 1;
}
private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
{
return ComputeDistancePriority(client,entity,false);
}
private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
{
return ComputeDistancePriority(client,entity,true);
}
private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
if (entity == null) return 0;
uint pqueue = ComputeDistancePriority(client,entity,true);
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)
{
// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
// before its scheduled update was triggered
//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
}
else
{
entityPos = entity.AbsolutePosition;
}
return Vector3.DistanceSquared(presencePos, entityPos);
}
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
{
if (entity == null) return double.NaN;
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)
{
// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
// before its scheduled update was triggered
//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
entityPos = ((SceneObjectPart)entity).ParentGroup.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;
if (entity is SceneObjectPart)
{
// Non physical prims are lower priority than physical prims
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
if (physActor == null || !physActor.IsPhysical)
pqueue++;
// 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);
// Attachments are high priority,
// MIC: shouldn't these already be in the highest priority queue already
// since their root position is same as the avatars?
if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
pqueue = 1;
}
}
}
return double.NaN;
return pqueue;
}
private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
{
// If this is an update for our own avatar give it the highest priority
if (client.AgentId == entity.UUID)
return 0.0;
return 0;
if (entity == null)
return double.NaN;
return 0;
// Get this agent's position
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
if (presence == null)
{
// Use group position for child prims
Vector3 entityPos;
if (entity is SceneObjectPart)
entityPos = ((SceneObjectPart)entity).ParentGroup.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)
{
if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
{
priority = 1.0;
}
else
{
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
if (physActor == null || !physActor.IsPhysical)
priority += 100;
}
if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
priority +=1;
}
return priority;
}
else
{
// Child agent. Use the normal distance method
Vector3 presencePos = presence.AbsolutePosition;
return Vector3.DistanceSquared(presencePos, entityPos);
}
m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
// throw new InvalidOperationException("Prioritization agent not defined");
return Int32.MaxValue;
}
return double.NaN;
// Use group position for child prims, since we are putting child prims in
// the same queue with the root of the group, the root prim (which goes into
// the queue first) should always be sent first, no need to adjust child prim
// priorities
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
if (group != null)
entityPos = group.AbsolutePosition;
}
// Use the camera position for local agents and avatar position for remote agents
Vector3 presencePos = (presence.IsChildAgent) ?
presence.AbsolutePosition :
presence.CameraPosition;
// Compute the distance...
double distance = Vector3.Distance(presencePos, entityPos);
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = 1;
for (int i = 0; i < 8; i++)
{
if (distance < 10 * Math.Pow(2.0,i))
break;
pqueue++;
}
// If this is a root agent, then determine front & back
// Bump up the priority queue (drop the priority) for any objects behind the avatar
if (useFrontBack && ! presence.IsChildAgent)
{
// Root agent, decrease priority for objects behind us
Vector3 camPosition = presence.CameraPosition;
Vector3 camAtAxis = presence.CameraAtAxis;
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, entityPos) + d;
if (p < 0.0f)
pqueue++;
}
return pqueue;
}
}
}

View File

@ -10930,12 +10930,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID rq = UUID.Random();
UUID tid = AsyncCommands.
DataserverPlugin.RegisterRequest(m_localID,
m_itemID, rq.ToString());
AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString());
AsyncCommands.
DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id)));
AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id)));
return rq.ToString();
}
@ -10949,12 +10946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID rq = UUID.Random();
UUID tid = AsyncCommands.
DataserverPlugin.RegisterRequest(m_localID,
m_itemID, rq.ToString());
AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString());
AsyncCommands.
DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id));
AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id));
return rq.ToString();
}

View File

@ -169,7 +169,7 @@ namespace OpenSim.Services.Interfaces
/// Get an item, given by its UUID
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
/// <returns>null if no item was found, otherwise the found item</returns>
InventoryItemBase GetItem(InventoryItemBase item);
/// <summary>

View File

@ -1,4 +1,22 @@
;; A note on the format of this file
;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
;;
;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
;; need to pick an architecture in the [Architecture] section at the end of this file.
;;
;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
;; in the [Startup] section below.
;;
;; All settings are initially commented out and the default value used, as found in
;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
;; and then change the value. This will override the value in OpenSimDefaults.ini
;;
;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
;; files are loaded then type "config show" on the region console command line.
;;
;;
;; NOTES FOR DEVELOPERS REGARDING FORMAT OF TIHS FILE
;;
;; All leading white space is ignored, but preserved.
;;
@ -8,15 +26,14 @@
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file.
;; A * in the choices list will allow an empty entry.\
;; will be copied to the generated file (NOTE: generation is not yet implemented)
;; A * in the choices list will allow an empty entry.
;; An empty question will set the default if the dependencies are
;; satisfied.
;;
;; ; denotes a commented out option. Uncomment it to actvate it
;; and change it to the desired value
;; Any options added to OpenSim.ini.exmaple must be commented out,
;; and their value must represent the default.
;; ; denotes a commented out option.
;; Any options added to OpenSim.ini.example should be initially commented out.
[Startup]
;# {save_crashes} {} {Save crashes to disk?} {true false} false
@ -35,7 +52,7 @@
;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
;; Defaults to "filesystem" if this setting isn't present
;; Default is "filesystem"
; region_info_source = "filesystem"
; region_info_source = "web"
@ -131,6 +148,7 @@
;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
;; Usually this is only a box.
;; Default is Meshmerizer
; meshing = Meshmerizer
; meshing = ZeroMesher
@ -138,6 +156,7 @@
;; OpenDynamicsEngine is by some distance the most developed physics engine
;; basicphysics effectively does not model physics at all, making all
;; objects phantom
;; Default is OpenDynamicsEngine
; physics = OpenDynamicsEngine
; physics = basicphysics
; physics = POS
@ -154,7 +173,6 @@
;; permission checks (allowing anybody to copy
;; any item, etc. This may not yet be implemented uniformally.
;; If set to true, then all permissions checks are carried out
;; Default is false
; serverside_object_permissions = false
;; This allows users with a UserLevel of 200 or more to assume god
@ -188,6 +206,7 @@
;; server to send mail through.
; emailmodule = DefaultEmailModule
[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
@ -214,6 +233,7 @@
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
[Network]
;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
@ -247,6 +267,7 @@
;; " (Mozilla Compatible)" to the text where there are problems with a web server
; user_agent = "OpenSim LSL (Mozilla Compatible)"
[ClientStack.LindenUDP]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
@ -263,17 +284,18 @@
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
;; Distance in meters that whispers should travel. Default is 10m
;; Distance in meters that whispers should travel.
; whisper_distance = 10
;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL uses 20 here)} {} 30
;; Distance in meters that ordinary chat should travel. Default is 30m
;; Distance in meters that ordinary chat should travel.
; say_distance = 30
;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
;; Distance in meters that shouts should travel. Default is 100m
;; Distance in meters that shouts should travel.
; shout_distance = 100
@ -337,13 +359,13 @@
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
;; set this variable to true if you want the create_region XmlRpc
;; call to unconditionally enable voice on all parcels for a newly
;; created region [default: false]
;; created region
; create_region_enable_voice = false
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
;; set this variable to false if you want the create_region XmlRpc
;; call to create all regions as private per default (can be
;; overridden in the XmlRpc call) [default: true]
;; overridden in the XmlRpc call)
; create_region_public = false
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
@ -372,15 +394,16 @@
;; default avatars
; default_appearance = default_appearance.xml
[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
;; Enables the wind module. Default is true
;enabled = true
;; Enables the wind module.
; enabled = true
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; How often should wind be updated, as a function of world frames.
;; Approximately 50 frames a second
wind_update_rate = 150
; wind_update_rate = 150
;; The Default Wind Plugin to load
; wind_plugin = SimpleRandomWind
@ -396,9 +419,10 @@
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
;; This setting is specific to the SimpleRandomWind plugin
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
; strength = 1.0
[LightShare]
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
;; This enables the transmission of Windlight scenes to supporting clients,
@ -406,7 +430,8 @@
;; It has no ill effect on viewers which do not support server-side
;; windlight settings.
;; Currently we only have support for MySQL databases.
; enable_windlight = false;
; enable_windlight = false
[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
@ -417,7 +442,6 @@
;; and you can ignore the rest of these search-related configs.
; index_sims = false
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
@ -462,6 +486,7 @@
;; Money Unit fee to create groups
; PriceGroupCreate = 0
[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
;; Enable this engine in this OpenSim instance
@ -556,9 +581,9 @@
;; Default is ./bin/ScriptEngines
; ScriptEnginesPath = "ScriptEngines"
[MRM]
;; Enables the Mini Region Modules Script Engine.
;; default is false
; Enabled = false
;; Runs MRM in a Security Sandbox
@ -580,6 +605,7 @@
;; May represent a security risk if you disable this.
; OwnerOnly = true
[FreeSwitchVoice]
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
@ -593,6 +619,7 @@
;; If using a remote module, specify the server URL
; FreeswitchServiceURL = http://my.grid.server:8003/fsapi
[FreeswitchService]
;; !!!!!!!!!!!!!!!!!!!!!!!!!!!
;; !!!!!!STANDALONE ONLY!!!!!!
@ -611,6 +638,7 @@
; UserName = "freeswitch"
; Password = "password"
[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
@ -634,7 +662,7 @@
;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
; ServicesConnectorModule = SimianGroupsServicesConnector
; ServicesConnectorModule = XmlRpcGroupsServicesConnector
;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
;; URI for the groups services
@ -654,6 +682,7 @@
; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
[InterestManagement]
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
;; This section controls how state updates are prioritized for each client
@ -661,24 +690,28 @@
;; SimpleAngularDistance, FrontBack
; UpdatePrioritizationScheme = BestAvatarResponsiveness
[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
; Enabled = true;
[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
;; Choose one of these architecture includes:
;; Include-Architecture = "config-include/Standalone.ini"
;; Include-Architecture = "config-include/StandaloneHypergrid.ini"
;; Include-Architecture = "config-include/Grid.ini"
;; Include-Architecture = "config-include/GridHypergrid.ini"
;; Include-Architecture = "config-include/SimianGrid.ini"
;; Include-Architecture = "config-include/HyperSimianGrid.ini"
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
;; uncomment Include-Architecture = "config-include/Standalone.ini"
;;
;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
;; that the referenced .ini file goes on to include.
;;
;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
;; editing it to set the database and backend services that OpenSim will use.
;;
; Include-Architecture = "config-include/Standalone.ini"
;; Then choose
;; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
;; config-include/GridCommon.ini.example (if you're connected to a grid)
;; Copy to your own .ini there (without .example extension) and edit it
;; to customize your data
; Include-Architecture = "config-include/StandaloneHypergrid.ini"
; Include-Architecture = "config-include/Grid.ini"
; Include-Architecture = "config-include/GridHypergrid.ini"
; Include-Architecture = "config-include/SimianGrid.ini"
; Include-Architecture = "config-include/HyperSimianGrid.ini"

View File

@ -1,3 +1,7 @@
; This file contains defaults for various settings in OpenSimulator. These can be overriden
; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
[Startup]
; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
@ -287,6 +291,7 @@
;SMTP_SERVER_LOGIN=foo
;SMTP_SERVER_PASSWORD=bar
[Network]
ConsoleUser = "Test"
ConsolePass = "secret"
@ -317,6 +322,7 @@
; " (Mozilla Compatible)" to the text where there are problems with a web server
;user_agent = "OpenSim LSL (Mozilla Compatible)"
[XMLRPC]
; ##
; ## Scripting XMLRPC mapper
@ -330,6 +336,7 @@
;XmlRpcRouterModule = "XmlRpcRouterModule"
;XmlRpcPort = 20800
[ClientStack.LindenUDP]
; Set this to true to process incoming packets asynchronously. Networking is
; already separated from packet handling with a queue, so this will only
@ -422,6 +429,7 @@
;
;DisableFacelights = "false"
[Chat]
; Controls whether the chat module is enabled. Default is true.
enabled = true;
@ -680,6 +688,7 @@
; path to default appearance XML file that specifies the look of the default avatars
;default_appearance = default_appearance.xml
[RestPlugins]
; Change this to true to enable REST Plugins. This must be true if you wish to use
; REST Region or REST Asset and Inventory Plugins
@ -706,11 +715,10 @@
flush-on-error = true
; Uncomment the following for IRC bridge
; experimental, so if it breaks... keep both parts... yada yada
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
;[IRC]
;enabled = true ; you need to set this otherwise it won't connect
[IRC]
enabled = false; you need to set this to true otherwise it won't connect
;server = name.of.irc.server.on.the.net
;; user password - only use this if the server requires one
;password = mypass
@ -767,14 +775,14 @@
;exclude_list=User 1,User 2,User 3
;[CMS]
;enabled = true
[CMS]
enabled = false
;channel = 345
; Uncomment the following to control the progression of daytime
; in the Sim. The defaults are what is shown below
;[Sun]
; The following settings control the progression of daytime
; in the Sim. The defaults are the same as the commented out settings
[Sun]
; number of wall clock hours for an opensim day. 24.0 would mean realtime
;day_length = 4
; Year length in days
@ -821,12 +829,13 @@
; default is 1000
cloud_update_rate = 1000
[LightShare]
[LightShare]
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
; It has no ill effect on viewers which do not support server-side windlight settings.
; Currently we only have support for MySQL databases.
enable_windlight = false;
enable_windlight = false
[Trees]
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
@ -838,7 +847,6 @@
[VectorRender]
; the font to use for rendering text (default: Arial)
; font_name = "Arial"
@ -1032,6 +1040,7 @@
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"
[OpenGridProtocol]
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
;On/true or Off/false
@ -1240,11 +1249,11 @@
ChildReprioritizationDistance = 20.0
[WebStats]
; View region statistics via a web page
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
; Use a web browser and type in the "Login URI" + "/SStats/"
; For example- http://127.0.0.1:9000/SStats/
[WebStats]
; enabled=false

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