now break several things at same time... sog/sop updates, threads options,...

0.9.1.0-post-fixes
UbitUmarov 2018-12-28 13:52:59 +00:00
parent 0cf5876c45
commit 4a73cc81dc
25 changed files with 548 additions and 499 deletions

View File

@ -683,9 +683,16 @@ namespace OpenSim.Framework
ExtraData = 1 << 20,
Sound = 1 << 21,
Joint = 1 << 22,
FullUpdate = 0x0fffffff,
SendInTransit = 0x20000000,
CancelKill = 0x4fffffff, // 1 << 30
TerseUpdate = Position | Rotation | Velocity | Acceleration | AngularVelocity,
FullUpdate = 0x00ffffff,
Animations = 1 << 24,
FullUpdatewithAnim = FullUpdate | Animations,
SendInTransit = 0x20000000, // 1 << 29
CancelKill = 0x41ffffff, // 1 << 30
Kill = 0x80000000 // 1 << 31
}
@ -736,9 +743,6 @@ namespace OpenSim.Framework
List<uint> SelectedObjects { get; }
// [Obsolete("LLClientView Specific - Replace with ???")]
int NextAnimationSequenceNumber { get; }
/// <summary>
/// Returns the full name of the agent/avatar represented by this client
/// </summary>
@ -765,6 +769,8 @@ namespace OpenSim.Framework
bool SendLogoutPacketWhenClosing { set; }
int NextAnimationSequenceNumber {get; set;}
// [Obsolete("LLClientView Specific - Circuits are unique to LLClientView")]
uint CircuitCode { get; }

View File

@ -88,6 +88,11 @@ namespace OpenSim.Framework.Monitoring
Watchdog.Stop();
}
public static Thread StartThread(ThreadStart start, string name, bool alarmIfTimeout = false, bool log = true)
{
return StartThread(start, name, ThreadPriority.Normal, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
}
/// <summary>
/// Start a new long-lived thread.
/// </summary>
@ -99,9 +104,9 @@ namespace OpenSim.Framework.Monitoring
/// <param name="log">If true then creation of thread is logged.</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(
ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
ThreadStart start, string name, ThreadPriority priority, bool alarmIfTimeout, bool log = true)
{
return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
return StartThread(start, name, priority, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
}
/// <summary>
@ -162,15 +167,22 @@ namespace OpenSim.Framework.Monitoring
{
Culture.SetCurrentCulture();
callback(obj);
Watchdog.RemoveThread(log:false);
}
catch (Exception e)
{
m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
}
finally
{
try
{
Watchdog.RemoveThread(log: false);
}
catch { }
}
});
StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
StartThread(ts, name, false, log:log);
}
/// <summary>
@ -187,54 +199,6 @@ namespace OpenSim.Framework.Monitoring
Util.FireAndForget(callback, obj, name, timeout);
}
/// <summary>
/// Run a job.
/// </summary>
/// <remarks>
/// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
/// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
/// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
/// sophisticated implementation could perform jobs concurrently when the server is under low load.
///
/// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
/// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
/// beyond a single thread will require considerable thought.
///
/// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
/// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
/// the job engine could be improved and so CPU utilization improved by better management of concurrency within
/// OpenSimulator.
/// </remarks>
/// <param name="jobType">General classification for the job (e.g. "RezAttachments").</param>
/// <param name="callback">Callback for job.</param>
/// <param name="obj">Object to pass to callback when run</param>
/// <param name="name">Specific name of job (e.g. "RezAttachments for Joe Bloggs"</param>
/// <param name="canRunInThisThread">If set to true then the job may be run in ths calling thread.</param>
/// <param name="mustNotTimeout">If the true then the job must never timeout.</param>
/// <param name="log">If set to true then extra logging is performed.</param>
public static void RunJob(
string jobType, WaitCallback callback, object obj, string name,
bool canRunInThisThread = false, bool mustNotTimeout = false,
bool log = false)
{
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
return;
}
if (JobEngine.IsRunning)
JobEngine.QueueJob(name, () => callback(obj));
else if (canRunInThisThread)
callback(obj);
else
Util.FireAndForget(callback, obj, name, !mustNotTimeout);
}
private static void HandleControlCommand(string module, string[] args)
{
// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)

View File

@ -126,8 +126,6 @@ namespace OpenSim.Region.ClientStack.LindenCaps
Hashtable responsedata = new Hashtable();
responsedata["int_response_code"] = 301;
responsedata["str_redirect_location"] = m_ServerReleaseNotesURL;
responsedata["content_type"] = "text/plain";
return responsedata;
}
}

View File

@ -172,6 +172,11 @@ namespace OpenSim.Region.ClientStack.Linden
if(m_doScriptSyntax && m_scriptSyntaxID != UUID.Zero)
m_features["LSLSyntaxId"] = OSD.FromUUID(m_scriptSyntaxID);
OSDMap meshAnim = new OSDMap();
meshAnim["AnimatedObjectMaxTris"] = OSD.FromInteger(10000);
meshAnim["MaxAgentAnimatedObjectAttachments"] = OSD.FromInteger(2);
m_features["AnimatedObjects"] = meshAnim;
// Extra information for viewers that want to use it
// TODO: Take these out of here into their respective modules, like map-server-url
OSDMap extrasMap;

View File

@ -454,9 +454,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public string Name { get { return FirstName + " " + LastName; } }
public uint CircuitCode { get { return m_circuitCode; } }
protected int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
public int NextAnimationSequenceNumber
{
get { return m_udpServer.NextAnimationSequenceNumber; }
get
{
int ret = Interlocked.Increment(ref m_animationSequenceNumber);
if (ret <= 0)
{
m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0xafff5fL);
ret = Interlocked.Increment(ref m_animationSequenceNumber);
}
return ret;
}
set
{
m_animationSequenceNumber = value;
}
}
/// <summary>
@ -3904,6 +3919,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(ani, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority);
}
public void SendObjectAnimations(UUID[] animations, int[] seqs, UUID senderId)
{
// m_log.DebugFormat("[LLCLIENTVIEW]: Sending Object animations for {0} to {1}", sourceAgentId, Name);
ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
// TODO: don't create new blocks if recycling an old packet
ani.Sender = new ObjectAnimationPacket.SenderBlock();
ani.Sender.ID = senderId;
ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[animations.Length];
for (int i = 0; i < animations.Length; ++i)
{
ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
ani.AnimationList[i].AnimID = animations[i];
ani.AnimationList[i].AnimSequenceID = seqs[i];
}
OutPacket(ani, ThrottleOutPacketType.Task);
}
#endregion
#region Avatar Packet/Data Sending Methods
@ -4127,6 +4161,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
OpenSim.Framework.Lazy<List<SceneObjectPart>> ObjectAnimationUpdates = new OpenSim.Framework.Lazy<List<SceneObjectPart>>();
// Check to see if this is a flush
if (maxUpdatesBytes <= 0)
@ -4297,12 +4332,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
canUseCompressed = false;
}
else
{
if(updateFlags.HasFlag(PrimUpdateFlags.Animations))
{
updateFlags &= ~PrimUpdateFlags.Animations;
SceneObjectPart sop = (SceneObjectPart)update.Entity;
if(sop.Animations != null)
{
ObjectAnimationUpdates.Value.Add(sop);
maxUpdatesBytes -= 32 * sop.Animations.Count + 16;
}
}
}
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
@ -4443,6 +4490,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
}
foreach (SceneObjectPart sop in ObjectAnimationUpdates.Value)
{
if (sop.Animations == null)
continue;
SceneObjectGroup sog = sop.ParentGroup;
if (sog == null || sog.IsDeleted)
continue;
SceneObjectPart root = sog.RootPart;
if (root == null || root.Shape == null || !root.Shape.MeshFlagEntry)
continue;
UUID[] ids = null;
int[] seqs = null;
int count = sop.GetAnimations(out ids, out seqs);
if(count < 0)
continue;
ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
ani.Sender = new ObjectAnimationPacket.SenderBlock();
ani.Sender.ID = sop.UUID;
ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[sop.Animations.Count];
for(int i = 0; i< count; i++)
{
ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
ani.AnimationList[i].AnimID = ids[i];
ani.AnimationList[i].AnimSequenceID = seqs[i];
}
OutPacket(ani, ThrottleOutPacketType.Task);
}
#endregion Packet Sending
#region Handle deleted objects
@ -4462,6 +4541,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
GroupsInView.Add(grp);
}
}
#endregion
}

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@ -341,19 +341,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Flag to signal when clients should send pings</summary>
protected bool m_sendPing;
protected int m_animationSequenceNumber;
public int NextAnimationSequenceNumber
{
get
{
m_animationSequenceNumber++;
if (m_animationSequenceNumber > 2147482624)
m_animationSequenceNumber = 1;
return m_animationSequenceNumber;
}
}
protected ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
protected Pool<IncomingPacket> m_incomingPacketPool;
@ -507,7 +494,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ThrottleRates = new ThrottleRates(configSource);
Random rnd = new Random(Util.EnvironmentTickCount());
m_animationSequenceNumber = rnd.Next(11474826);
// if (usePools)
// EnablePools();

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@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
public void Process()
{
_finished = false;
httpThread = WorkManager.StartThread(SendRequest, "XMLRPCreqThread", ThreadPriority.BelowNormal, true, false, null, int.MaxValue);
httpThread = WorkManager.StartThread(SendRequest, "XMLRPCreqThread", ThreadPriority.Normal, true, false, null, int.MaxValue);
}
/*
@ -728,10 +728,12 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
m_log.Warn("[SendRemoteDataRequest]: Request failed");
m_log.Warn(we.StackTrace);
}
_finished = true;
Watchdog.RemoveThread();
finally
{
_finished = true;
httpThread = null;
Watchdog.RemoveThread();
}
}
public void Stop()

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@ -290,6 +290,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
assetGatherer.GatherAll();
GC.Collect();
int errors = assetGatherer.FailedUUIDs.Count;
m_log.DebugFormat(
"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",

View File

@ -137,6 +137,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
{
string thiskey = kvp.Key.ToString();
try
{
@ -162,7 +163,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(PostProcess(asset));
if(++gccontrol > 5000)
if(++gccontrol > 10000)
{
gccontrol = 0;
GC.Collect();

View File

@ -62,9 +62,23 @@ namespace OpenSim.Region.Framework.Scenes
private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
public delegate void SynchronizeSceneHandler(Scene scene);
protected static int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
public int NextObjectAnimationSequenceNumber
{
get
{
int ret = Interlocked.Increment(ref m_animationSequenceNumber);
if (ret <= 0 )
{
m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0xafff5fL);
ret = Interlocked.Increment(ref m_animationSequenceNumber);
}
return ret;
}
}
#region Fields
/// <summary>
@ -945,6 +959,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
if (RegionInfo.NonphysPrimMin > 0)
{
@ -1547,10 +1562,9 @@ namespace OpenSim.Region.Framework.Scenes
// tell physics to finish building actor
m_sceneGraph.ProcessPhysicsPreSimulation();
m_heartbeatThread
= WorkManager.StartThread(
Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
m_heartbeatThread = WorkManager.StartThread(
Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false,
false, null, 20000, false);
StartScripts();
}
@ -1943,7 +1957,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!m_backingup)
{
WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0}", Name), false);
WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name), false);
}
}

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@ -28,6 +28,7 @@
using System;
using System.Threading;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Packets;
@ -68,8 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
protected System.Threading.ReaderWriterLockSlim m_scenePresencesLock = new System.Threading.ReaderWriterLockSlim();
protected ConcurrentDictionary<UUID, ScenePresence> m_scenePresenceMap = new ConcurrentDictionary<UUID, ScenePresence>();
protected ConcurrentDictionary<uint, ScenePresence> m_scenePresenceLocalIDMap = new ConcurrentDictionary<uint, ScenePresence>();
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
protected internal EntityManager Entities = new EntityManager();
@ -147,10 +150,9 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock();
try
{
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
List<ScenePresence> newlist = new List<ScenePresence>();
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
m_scenePresenceMap = new ConcurrentDictionary<UUID, ScenePresence>();
m_scenePresenceLocalIDMap = new ConcurrentDictionary<uint, ScenePresence>();
m_scenePresenceArray = new List<ScenePresence>();
}
finally
{
@ -165,22 +167,13 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID.Clear();
Entities.Clear();
m_scenePresencesLock.Dispose();
}
#region Update Methods
protected internal void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (PhysicsScene.IsThreaded)
{
PhysicsScene.GetResults();
}
}
/// <summary>
@ -197,6 +190,14 @@ namespace OpenSim.Region.Framework.Scenes
});
}
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate (ScenePresence presence)
{
presence.UpdateMovement();
});
}
/// <summary>
/// Perform a physics frame update.
/// </summary>
@ -204,23 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
protected internal float UpdatePhysics(double elapsed)
{
// Here is where the Scene calls the PhysicsScene. This is a one-way
// interaction; the PhysicsScene cannot access the calling Scene directly.
// But with joints, we want a PhysicsActor to be able to influence a
// non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
// with a joint should be able to move the SceneObjectPart which is the visual
// representation of that joint (for editing and serialization purposes).
// However the PhysicsActor normally cannot directly influence anything outside
// of the PhysicsScene, and the non-physical SceneObjectPart which represents
// the joint in the Scene does not exist in the PhysicsScene.
//
// To solve this, we have an event in the PhysicsScene that is fired when a joint
// has changed position (because one of its associated PhysicsActors has changed
// position).
//
// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
return PhysicsScene.Simulate((float)elapsed);
if (PhysicsScene != null)
return PhysicsScene.Simulate((float)elapsed);
return 0;
}
protected internal void ProcessPhysicsPreSimulation()
@ -229,14 +216,6 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsScene.ProcessPreSimulation();
}
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.UpdateMovement();
});
}
public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations)
{
coarseLocations = new List<Vector3>();
@ -640,7 +619,7 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_updateList)
{
updates = new List<SceneObjectGroup>(m_updateList.Values);
m_updateList.Clear();
m_updateList = new Dictionary<UUID, SceneObjectGroup>();
}
// Go through all updates
@ -720,26 +699,32 @@ namespace OpenSim.Region.Framework.Scenes
{
m_numChildAgents++;
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
if (!newmap.ContainsKey(presence.UUID))
if (!m_scenePresenceMap.ContainsKey(presence.UUID))
{
newmap.Add(presence.UUID, presence);
m_scenePresenceMap[presence.UUID] = presence;
m_scenePresenceLocalIDMap[presence.LocalId] = presence;
newlist.Add(presence);
}
else
{
// Remember the old presence reference from the dictionary
ScenePresence oldref = newmap[presence.UUID];
ScenePresence oldref = m_scenePresenceMap[presence.UUID];
uint oldLocalID = oldref.LocalId;
// Replace the presence reference in the dictionary with the new value
newmap[presence.UUID] = presence;
// Find the index in the list where the old ref was stored and update the reference
m_scenePresenceMap[presence.UUID] = presence;
newlist[newlist.IndexOf(oldref)] = presence;
if(presence.LocalId != oldLocalID)
{
m_scenePresenceLocalIDMap.TryRemove(oldLocalID, out oldref);
m_scenePresenceLocalIDMap[presence.LocalId] = presence;
}
// Find the index in the list where the old ref was stored and update the reference
}
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
finally
@ -765,20 +750,15 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock();
try
{
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
// Remove the presence reference from the dictionary
if (newmap.ContainsKey(agentID))
ScenePresence oldref;
if(m_scenePresenceMap.TryRemove(agentID, out oldref))
{
ScenePresence oldref = newmap[agentID];
newmap.Remove(agentID);
// Find the index in the list where the old ref was stored and remove the reference
newlist.RemoveAt(newlist.IndexOf(oldref));
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
List<ScenePresence> newsps = new List<ScenePresence>(m_scenePresenceArray);
newsps.RemoveAt(newsps.IndexOf(oldref));
m_scenePresenceArray = newsps;
m_scenePresenceLocalIDMap.TryRemove(oldref.LocalId, out oldref);
}
else
{
@ -914,7 +894,16 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences()
{
return m_scenePresenceArray;
m_scenePresencesLock.EnterReadLock();
try
{
return m_scenePresenceArray;
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
}
/// <summary>
@ -924,9 +913,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(UUID agentID)
{
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
ScenePresence presence;
presences.TryGetValue(agentID, out presence);
m_scenePresenceMap.TryGetValue(agentID, out presence);
return presence;
}
@ -955,24 +943,28 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(uint localID)
{
ScenePresence sp = null;
if(m_scenePresenceLocalIDMap.TryGetValue(localID, out sp))
return sp;
/*
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
if (presence.LocalId == localID)
return presence;
*/
return null;
}
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
presences.TryGetValue(agentID, out avatar);
return (avatar != null);
return m_scenePresenceMap.TryGetValue(agentID, out avatar);
}
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
{
avatar = null;
foreach (ScenePresence presence in GetScenePresences())
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
{
if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
{

View File

@ -2584,14 +2584,33 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="remoteClient"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
RootPart.SendFullUpdate(remoteClient);
PrimUpdateFlags update = PrimUpdateFlags.FullUpdate;
RootPart.SendFullUpdate(remoteClient, update);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part != RootPart)
part.SendFullUpdate(remoteClient);
part.SendFullUpdate(remoteClient, update);
}
}
public void SendFullAnimUpdateToClient(IClientAPI remoteClient)
{
PrimUpdateFlags update = PrimUpdateFlags.FullUpdate;
if (RootPart.Shape.MeshFlagEntry)
update = PrimUpdateFlags.FullUpdatewithAnim;
RootPart.SendFullUpdate(remoteClient, update);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part != RootPart)
part.SendFullUpdate(remoteClient, update);
}
}
@ -3110,7 +3129,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this,UpdateRequired.FULL);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
return;
}
}
@ -3160,7 +3179,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.TerseUpdate);
return;
}
}

View File

@ -68,22 +68,6 @@ namespace OpenSim.Region.Framework.Scenes
POSITION = 32768
}
// I don't really know where to put this except here.
// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
[Flags]
public enum ExtraParamType
{
Something1 = 1,
Something2 = 2,
Something3 = 4,
Something4 = 8,
Flexible = 16,
Light = 32,
Sculpt = 48,
Something5 = 64,
Something6 = 128
}
[Flags]
public enum TextureAnimFlags : byte
{
@ -109,13 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
SCULPT = 7
}
public enum UpdateRequired : byte
{
NONE = 0,
TERSE = 1,
FULL = 2
}
#endregion Enumerations
public class SceneObjectPart : ISceneEntity
@ -182,10 +159,13 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
return
!(SitTargetPosition == Vector3.Zero
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| (SitTargetOrientation.W == 0f && SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f ))); // Invalid Quaternion
// assume SitTargetOrientation is normalized (as needed elsewhere)
if( SitTargetPosition != Vector3.Zero ||
SitTargetOrientation.X != 0f ||
SitTargetOrientation.Y != 0f ||
SitTargetOrientation.Z != 0f)
return true;
return false;
}
}
@ -1212,7 +1192,18 @@ namespace OpenSim.Region.Framework.Scenes
return a * b;
}
public UpdateRequired UpdateFlag { get; set; }
public PrimUpdateFlags UpdateFlag { get; set; }
public PrimUpdateFlags GetAndClearUpdateFlag()
{
lock(UpdateFlagLock)
{
PrimUpdateFlags ret = UpdateFlag;
UpdateFlag = PrimUpdateFlags.None;
return ret;
}
}
private object UpdateFlagLock = new object();
/// <summary>
@ -1503,11 +1494,16 @@ namespace OpenSim.Region.Framework.Scenes
}
set
{
UUID old = m_collisionSound;
m_collisionSoundType = value;
if (value == -1)
m_collisionSound = invalidCollisionSoundUUID;
else if (value == 0)
m_collisionSound = UUID.Zero;
if(m_collisionSound != old && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
@ -1516,6 +1512,7 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_collisionSound; }
set
{
UUID olds = m_collisionSound;
m_collisionSound = value;
if (value == invalidCollisionSoundUUID)
@ -1525,13 +1522,24 @@ namespace OpenSim.Region.Framework.Scenes
else
m_collisionSoundType = 1;
if(m_collisionSound != olds && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public float CollisionSoundVolume
{
get { return m_collisionSoundVolume; }
set { m_collisionSoundVolume = value; }
set
{
float oldvalue = m_collisionSoundVolume;
if(value >= 0)
m_collisionSoundVolume = value;
else
m_collisionSoundVolume = 0.0f;
if(m_collisionSoundVolume != oldvalue && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public float Buoyancy
@ -1884,7 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ClearUpdateSchedule()
{
lock(UpdateFlagLock)
UpdateFlag = UpdateRequired.NONE;
UpdateFlag = PrimUpdateFlags.None;
}
/// <summary>
@ -3276,40 +3284,27 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
if (ParentGroup == null)
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
if (ParentGroup.Scene == null)
return;
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
ParentGroup.QueueForUpdateCheck(); // just in case
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
UpdateFlag |= PrimUpdateFlags.FullUpdate;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
}
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
/// <summary>
/// Schedule a terse update for this prim. Terse updates only send position,
/// rotation, velocity and rotational velocity information. WRONG!!!!
/// rotation, velocity and rotational velocity information.
/// </summary>
public void ScheduleTerseUpdate()
{
if (ParentGroup == null)
return;
if (ParentGroup.Scene == null)
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
ParentGroup.HasGroupChanged = true;
@ -3317,28 +3312,47 @@ namespace OpenSim.Region.Framework.Scenes
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
// This was pulled from SceneViewer. Attachments always receive full updates.
// This is needed because otherwise if only the root prim changes position, then
// it looks as if the entire object has moved (including the other prims).
if (ParentGroup.IsAttachment)
ParentGroup.QueueForUpdateCheck();
bool isfull = false;
lock (UpdateFlagLock)
{
ScheduleFullUpdate();
return;
if (ParentGroup.IsAttachment)
{
UpdateFlag |= PrimUpdateFlags.FullUpdate;
isfull = true;
}
else
UpdateFlag |= PrimUpdateFlags.TerseUpdate;
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, isfull);
}
public void ScheduleUpdate(PrimUpdateFlags update)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
ParentGroup.HasGroupChanged = true;
if (ParentGroup.Scene.GetNumberOfClients() == 0)
return;
ParentGroup.QueueForUpdateCheck();
lock(UpdateFlagLock)
{
if (UpdateFlag == UpdateRequired.NONE)
{
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
// UUID, Name);
bool isfull = false;
lock (UpdateFlagLock)
{
if (ParentGroup.IsAttachment)
{
UpdateFlag |= update | PrimUpdateFlags.FullUpdate;
isfull = true;
}
else
UpdateFlag |= update;
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, isfull);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
@ -3364,7 +3378,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
}
}
else
@ -3373,6 +3387,29 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected internal void SendFullUpdate(IClientAPI remoteClient, PrimUpdateFlags update)
{
if (ParentGroup == null)
return;
// m_log.DebugFormat(
// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
if (ParentGroup.IsAttachment)
{
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, update);
}
}
else
{
SendUpdateToClient(remoteClient, update);
}
}
/// <summary>
/// Send a full update for this part to all clients.
/// </summary>
@ -3419,7 +3456,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
}
}
else
@ -3469,136 +3506,109 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendScheduledUpdates(double now)
{
bool sendterse = false;
bool sendfull = false;
lock(UpdateFlagLock)
PrimUpdateFlags current;
lock (UpdateFlagLock)
{
switch (UpdateFlag)
current = UpdateFlag;
if (current == PrimUpdateFlags.None)
return;
if(current == PrimUpdateFlags.TerseUpdate)
{
case UpdateRequired.NONE:
break;
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
case UpdateRequired.TERSE:
sendterse = true;
while(true) // just to avoid ugly goto
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
while(true) // just to avoid ugly goto
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
break;
if (
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if(
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if (vx < 1e-4 &&
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if(vx < 1e-4 &&
vy < 1e-4 &&
vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break;
}
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
break;
break;
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
if (
ax < ANGVELOCITY_TOLERANCE &&
ay < ANGVELOCITY_TOLERANCE &&
az < ANGVELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
sendterse = false;
break;
}
if(sendterse)
{
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = curvel;
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
}
break;
case UpdateRequired.FULL:
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
sendfull = true;
break;
return;
}
}
}
if(sendterse)
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
if((current & PrimUpdateFlags.TerseUpdate) != 0)
{
SendTerseUpdateToClient(client);
});
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = now;
}
UpdateFlag = PrimUpdateFlags.None;
}
else if(sendfull)
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendFullUpdate(avatar.ControllingClient);
});
}
SendUpdateToClient(avatar.ControllingClient, current);
});
}
/// <summary>
@ -3608,10 +3618,10 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup == null || ParentGroup.Scene == null)
return;
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
// Update the "last" values
m_lastPosition = AbsolutePosition;
@ -3635,8 +3645,7 @@ namespace OpenSim.Region.Framework.Scenes
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
// Update the "last" values
m_lastPosition = AbsolutePosition;
@ -3652,7 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.TerseUpdate);
}
}
else
@ -3682,12 +3691,6 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
Buoyancy = fvalue;
/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
*/
}
public void SetDieAtEdge(bool p)
@ -4085,7 +4088,8 @@ namespace OpenSim.Region.Framework.Scenes
GroupID = groupID;
// if (client != null)
// SendPropertiesToClient(client);
UpdateFlag = UpdateRequired.FULL;
lock(UpdateFlagLock)
UpdateFlag |= PrimUpdateFlags.FullUpdate;
}
/// <summary>
@ -4273,8 +4277,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pos = GetWorldPosition();
Quaternion rot = GetWorldRotation();
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = rot;
AXrot.Normalize();
@ -4645,7 +4647,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup.RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
if (Vector3.DistanceSquared(ParentGroup.RootPart.StatusSandboxPos, newPos) > 100)
{
ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
newPos = OffsetPosition;
@ -5230,7 +5232,7 @@ namespace OpenSim.Region.Framework.Scenes
// Materials capable viewers can send a ObjectImage packet
// when nothing in TE has changed. MaterialID should be updated
// by the RenderMaterials CAP handler, so updating it here may cause a
// race condtion. Therefore, if no non-materials TE fields have changed,
// race condtion. Therefore, if no non-materials TE fields have not changed,
// we should ignore any changes and not update Shape.TextureEntry
bool otherFieldsChanged = false;
@ -5279,7 +5281,7 @@ namespace OpenSim.Region.Framework.Scenes
}
if (changeFlags == 0)
return;
return;
m_shape.TextureEntry = newTex.GetBytes();
TriggerScriptChangedEvent(changeFlags);
ParentGroup.HasGroupChanged = true;
@ -5412,6 +5414,21 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Public Methods
public void SendUpdateToClient(IClientAPI remoteClient, PrimUpdateFlags PrimUpdateFlags)
{
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment &&
(ParentGroup.RootPart != this || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
return;
remoteClient.SendEntityUpdate(this, PrimUpdateFlags);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
if (ParentGroup.IsDeleted)
@ -5424,10 +5441,7 @@ namespace OpenSim.Region.Framework.Scenes
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendEntityUpdate(
this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.TerseUpdate);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
@ -5691,5 +5705,75 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.Building = true;
UpdatePrimFlags(wasUsingPhysics,wasTemporary,wasPhantom,makeVolumeDetect,false);
}
private object animsLock = new object();
public Dictionary<UUID, int> Animations = null;
public Dictionary<UUID, string> AnimationsNames = null;
public bool AddAnimation(UUID animId, string animName)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return false;
lock (animsLock)
{
if (Animations == null)
Animations = new Dictionary<UUID, int>(1);
if (AnimationsNames == null)
AnimationsNames = new Dictionary<UUID, string>(1);
if (Animations.ContainsKey(animId))
return false;
Animations[animId] = ParentGroup.Scene.NextObjectAnimationSequenceNumber;
AnimationsNames[animId] = animName;
ScheduleUpdate(PrimUpdateFlags.Animations);
}
return true;
}
public bool RemoveAnimation(UUID animId)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return false;
lock (animsLock)
{
if (Animations == null)
return false;
if (Animations.ContainsKey(animId))
{
Animations.Remove(animId);
if(AnimationsNames!=null)
AnimationsNames.Remove(animId);
ScheduleUpdate(PrimUpdateFlags.Animations);
return true;
}
}
return false;
}
public int GetAnimations(out UUID[] ids, out int[] seqs)
{
ids = null;
seqs = null;
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return -1;
lock (animsLock)
{
if (Animations == null)
return -1;
if(Animations.Count == 0)
return 0;
ids = new UUID[Animations.Count];
Animations.Keys.CopyTo(ids, 0);
seqs = new int[Animations.Count];
Animations.Values.CopyTo(seqs, 0);
return Animations.Count;
}
}
}
}

View File

@ -2173,7 +2173,7 @@ namespace OpenSim.Region.Framework.Scenes
// if(root.LocalId != ParentPart.LocalId)
// ControllingClient.SendEntityTerseUpdateImmediate(root);
// ControllingClient.SendEntityTerseUpdateImmediate(ParentPart);
ParentPart.ParentGroup.SendFullUpdateToClient(ControllingClient);
ParentPart.ParentGroup.SendFullAnimUpdateToClient(ControllingClient);
}
// verify baked textures and cache
@ -4036,7 +4036,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (EntityBase e in entities)
{
if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment)
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
((SceneObjectGroup)e).SendFullAnimUpdateToClient(ControllingClient);
}
m_reprioritizationLastPosition = AbsolutePosition;
@ -4883,18 +4883,31 @@ namespace OpenSim.Region.Framework.Scenes
Animator.ResetAnimations();
Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides);
int nanim = ControllingClient.NextAnimationSequenceNumber;
// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
if (cAgent.DefaultAnim != null)
{
if (cAgent.DefaultAnim.SequenceNum > nanim)
nanim = cAgent.DefaultAnim.SequenceNum;
Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
}
if (cAgent.AnimState != null)
{
if (cAgent.AnimState.SequenceNum > nanim)
nanim = cAgent.AnimState.SequenceNum;
Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
}
if (cAgent.Anims != null)
Animator.Animations.FromArray(cAgent.Anims);
{
int canim = Animator.Animations.FromArray(cAgent.Anims);
if(canim > nanim)
nanim = canim;
}
ControllingClient.NextAnimationSequenceNumber = ++nanim;
if (cAgent.MotionState != 0)
Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState;
crossingFlags = cAgent.CrossingFlags;
gotCrossUpdate = (crossingFlags != 0);
if(gotCrossUpdate)
@ -5401,14 +5414,18 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = sog.Parts;
SceneObjectPart rootpart = sog.RootPart;
p.ControllingClient.SendEntityUpdate(rootpart, PrimUpdateFlags.FullUpdate);
PrimUpdateFlags update = PrimUpdateFlags.FullUpdate;
if (rootpart.Shape.MeshFlagEntry)
update = PrimUpdateFlags.FullUpdatewithAnim;
p.ControllingClient.SendEntityUpdate(rootpart, update);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part == rootpart)
continue;
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
p.ControllingClient.SendEntityUpdate(part, update);
}
}
@ -5422,51 +5439,30 @@ namespace OpenSim.Region.Framework.Scenes
PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length];
SceneObjectPart rootpart = sog.RootPart;
UpdateRequired rootreq = sog.RootPart.UpdateFlag;
PrimUpdateFlags rootreq = sog.RootPart.GetAndClearUpdateFlag();
int j = 0;
bool allterse = true;
PrimUpdateFlags cur;
for (int i = 0; i < origparts.Length; i++)
{
if (origparts[i] != rootpart)
{
switch (origparts[i].UpdateFlag)
{
case UpdateRequired.NONE:
break;
case UpdateRequired.TERSE:
flags[j] = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
parts[j] = origparts[i];
j++;
break;
case UpdateRequired.FULL:
flags[j] = PrimUpdateFlags.FullUpdate;
allterse = false;
parts[j] = origparts[i];
j++;
break;
}
cur = origparts[i].GetAndClearUpdateFlag();
if(cur == PrimUpdateFlags.None)
continue;
flags[j] = cur;
parts[j] = origparts[i];
j++;
}
origparts[i].UpdateFlag = 0;
}
if (j == 0 && rootreq == UpdateRequired.NONE)
if (j == 0 && rootreq == PrimUpdateFlags.None)
return;
PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate;
if (rootreq != UpdateRequired.FULL && allterse)
{
rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
}
int nparts = j;
ControllingClient.SendEntityUpdate(rootpart, rootflag);
ControllingClient.SendEntityUpdate(rootpart, rootreq);
for (int i = 0; i < nparts; i++)
{
@ -5485,7 +5481,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
continue;
p.ControllingClient.SendEntityUpdate(rootpart, rootflag);
p.ControllingClient.SendEntityUpdate(rootpart, rootreq);
for (int i = 0; i < nparts; i++)
{
@ -5494,41 +5490,22 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag)
public void SendAttachmentUpdate(SceneObjectGroup sog, PrimUpdateFlags update)
{
if (IsChildAgent || IsInTransit)
return;
PrimUpdateFlags flag;
switch (UpdateFlag)
{
case UpdateRequired.TERSE:
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
break;
case UpdateRequired.FULL:
flag = PrimUpdateFlags.FullUpdate;
break;
default:
return;
}
SceneObjectPart[] parts = sog.Parts;
SceneObjectPart rootpart = sog.RootPart;
// rootpart.UpdateFlag = 0;
ControllingClient.SendEntityUpdate(rootpart, flag);
ControllingClient.SendEntityUpdate(rootpart, update);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part == rootpart)
continue;
ControllingClient.SendEntityUpdate(part, flag);
// part.UpdateFlag = 0;
ControllingClient.SendEntityUpdate(part, update);
}
if (sog.HasPrivateAttachmentPoint)
@ -5543,14 +5520,14 @@ namespace OpenSim.Region.Framework.Scenes
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
continue;
p.ControllingClient.SendEntityUpdate(rootpart, flag);
p.ControllingClient.SendEntityUpdate(rootpart, update);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part == rootpart)
continue;
p.ControllingClient.SendEntityUpdate(part, flag);
p.ControllingClient.SendEntityUpdate(part, update);
}
}
}
@ -5560,24 +5537,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsChildAgent || IsInTransit)
return;
PrimUpdateFlags flag;
switch (part.UpdateFlag)
{
case UpdateRequired.TERSE:
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
break;
case UpdateRequired.FULL:
flag = PrimUpdateFlags.FullUpdate;
break;
default:
return;
}
part.UpdateFlag = 0;
PrimUpdateFlags flag = part.GetAndClearUpdateFlag();
ControllingClient.SendEntityUpdate(part, flag);
@ -5597,30 +5557,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag)
public void SendAttachmentUpdate(SceneObjectPart part, PrimUpdateFlags flag)
{
if (IsChildAgent || IsInTransit)
return;
PrimUpdateFlags flag;
switch (UpdateFlag)
{
case UpdateRequired.TERSE:
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
break;
case UpdateRequired.FULL:
flag = PrimUpdateFlags.FullUpdate;
break;
default:
return;
}
// part.UpdateFlag = 0;
ControllingClient.SendEntityUpdate(part, flag);
if (part.ParentGroup.HasPrivateAttachmentPoint)

View File

@ -75,7 +75,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_client = client;
m_scene = scene;
WorkManager.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false, true);
WorkManager.StartThread(InternalLoop, "IRCClientView");
}
private void SendServerCommand(string command)
@ -630,6 +630,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public int NextAnimationSequenceNumber
{
get { return 0; }
set { }
}
public string Name

View File

@ -58,7 +58,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_listener.Start(50);
WorkManager.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false, true);
WorkManager.StartThread(ListenLoop, "IRCServer");
m_baseScene = baseScene;
}

View File

@ -351,7 +351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
m_log.InfoFormat("[IRC-Connector-{0}]: Connected to {1}:{2}", idn, m_server, m_port);
WorkManager.StartThread(ListenerRun, "IRCConnectionListenerThread", ThreadPriority.Normal, true, false);
WorkManager.StartThread(ListenerRun, "IRCConnectionListenerThread", false, false);
// This is the message order recommended by RFC 2812
if (m_password != null)

View File

@ -648,6 +648,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public virtual int NextAnimationSequenceNumber
{
get { return 1; }
set { }
}
public virtual void SendWearables(AvatarWearable[] wearables, int serial)

View File

@ -229,16 +229,6 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
return fps;
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get { return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
_heightMap = heightMap;

View File

@ -352,13 +352,9 @@ namespace OpenSim.Region.PhysicsModule.BulletS
if (BSParam.UseSeparatePhysicsThread)
{
// The physics simulation should happen independently of the heartbeat loop
m_physicsThread
= WorkManager.StartThread(
m_physicsThread = WorkManager.StartThread(
BulletSPluginPhysicsThread,
string.Format("{0} ({1})", BulletEngineName, RegionName),
ThreadPriority.Normal,
true,
true);
string.Format("{0} ({1})", BulletEngineName, RegionName));
}
}
@ -942,8 +938,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
#endregion // Simulation
public override void GetResults() { }
#region Terrain
public override void SetTerrain(float[] heightMap) {
@ -1124,8 +1118,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return topColliders;
}
public override bool IsThreaded { get { return false; } }
#region Extensions
public override object Extension(string pFunct, params object[] pParams)
{

View File

@ -3204,16 +3204,6 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
}
public override void GetResults()
{
}
public override bool IsThreaded
{
// for now we won't be multithreaded
get { return false; }
}
public override void SetTerrain(float[] heightMap)
{
if (m_worldOffset != Vector3.Zero && m_parentScene != null)

View File

@ -297,16 +297,6 @@ namespace OpenSim.Region.PhysicsModule.POS
return 1.0f;
}
public override void GetResults()
{
}
public override bool IsThreaded
{
// for now we won't be multithreaded
get { return (false); }
}
public override void SetTerrain(float[] heightMap)
{
_heightMap = heightMap;

View File

@ -85,11 +85,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
return 0f;
}
public override void GetResults()
{
m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
}
public override void SetTerrain(float[] heightMap)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
@ -99,11 +94,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
{
}
public override bool IsThreaded
{
get { return false; }
}
public override void Dispose()
{
}

View File

@ -331,7 +331,8 @@ namespace OpenSim.Services.GridService
region = m_GridService.GetRegionByUUID(scopeID, regionID);
if (region != null)
{
m_log.DebugFormat("[HYPERGRID LINKER]: Region already exists in coordinates <{0},{1}>", Util.WorldToRegionLoc((uint)region.RegionLocX), Util.WorldToRegionLoc((uint)region.RegionLocY));
m_log.DebugFormat("[HYPERGRID LINKER]: Region already exists in coordinates <{0},{1}>",
Util.WorldToRegionLoc((uint)region.RegionLocX), Util.WorldToRegionLoc((uint)region.RegionLocY));
regInfo = region;
return true;
}

View File

@ -441,6 +441,7 @@ namespace OpenSim.Tests.Common
public virtual int NextAnimationSequenceNumber
{
get { return 1; }
set { }
}
public IScene Scene