now break several things at same time... sog/sop updates, threads options,...
parent
0cf5876c45
commit
4a73cc81dc
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@ -683,9 +683,16 @@ namespace OpenSim.Framework
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ExtraData = 1 << 20,
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Sound = 1 << 21,
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Joint = 1 << 22,
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FullUpdate = 0x0fffffff,
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SendInTransit = 0x20000000,
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CancelKill = 0x4fffffff, // 1 << 30
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TerseUpdate = Position | Rotation | Velocity | Acceleration | AngularVelocity,
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FullUpdate = 0x00ffffff,
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Animations = 1 << 24,
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FullUpdatewithAnim = FullUpdate | Animations,
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SendInTransit = 0x20000000, // 1 << 29
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CancelKill = 0x41ffffff, // 1 << 30
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Kill = 0x80000000 // 1 << 31
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}
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@ -736,9 +743,6 @@ namespace OpenSim.Framework
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List<uint> SelectedObjects { get; }
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// [Obsolete("LLClientView Specific - Replace with ???")]
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int NextAnimationSequenceNumber { get; }
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/// <summary>
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/// Returns the full name of the agent/avatar represented by this client
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/// </summary>
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@ -765,6 +769,8 @@ namespace OpenSim.Framework
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bool SendLogoutPacketWhenClosing { set; }
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int NextAnimationSequenceNumber {get; set;}
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// [Obsolete("LLClientView Specific - Circuits are unique to LLClientView")]
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uint CircuitCode { get; }
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@ -88,6 +88,11 @@ namespace OpenSim.Framework.Monitoring
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Watchdog.Stop();
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}
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public static Thread StartThread(ThreadStart start, string name, bool alarmIfTimeout = false, bool log = true)
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{
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return StartThread(start, name, ThreadPriority.Normal, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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}
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/// <summary>
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/// Start a new long-lived thread.
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/// </summary>
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@ -99,9 +104,9 @@ namespace OpenSim.Framework.Monitoring
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/// <param name="log">If true then creation of thread is logged.</param>
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/// <returns>The newly created Thread object</returns>
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public static Thread StartThread(
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ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
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ThreadStart start, string name, ThreadPriority priority, bool alarmIfTimeout, bool log = true)
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{
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return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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return StartThread(start, name, priority, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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}
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/// <summary>
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@ -162,15 +167,22 @@ namespace OpenSim.Framework.Monitoring
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{
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Culture.SetCurrentCulture();
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callback(obj);
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Watchdog.RemoveThread(log:false);
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}
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catch (Exception e)
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{
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m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
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}
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finally
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{
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try
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{
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Watchdog.RemoveThread(log: false);
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}
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catch { }
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}
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});
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StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
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StartThread(ts, name, false, log:log);
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}
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/// <summary>
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@ -187,54 +199,6 @@ namespace OpenSim.Framework.Monitoring
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Util.FireAndForget(callback, obj, name, timeout);
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}
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/// <summary>
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/// Run a job.
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/// </summary>
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/// <remarks>
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/// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
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/// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
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/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
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/// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
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/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
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/// sophisticated implementation could perform jobs concurrently when the server is under low load.
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///
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/// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
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/// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
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/// beyond a single thread will require considerable thought.
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///
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/// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
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/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
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/// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
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/// the job engine could be improved and so CPU utilization improved by better management of concurrency within
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/// OpenSimulator.
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/// </remarks>
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/// <param name="jobType">General classification for the job (e.g. "RezAttachments").</param>
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/// <param name="callback">Callback for job.</param>
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/// <param name="obj">Object to pass to callback when run</param>
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/// <param name="name">Specific name of job (e.g. "RezAttachments for Joe Bloggs"</param>
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/// <param name="canRunInThisThread">If set to true then the job may be run in ths calling thread.</param>
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/// <param name="mustNotTimeout">If the true then the job must never timeout.</param>
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/// <param name="log">If set to true then extra logging is performed.</param>
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public static void RunJob(
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string jobType, WaitCallback callback, object obj, string name,
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bool canRunInThisThread = false, bool mustNotTimeout = false,
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bool log = false)
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{
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if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
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{
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Culture.SetCurrentCulture();
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callback(obj);
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return;
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}
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if (JobEngine.IsRunning)
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JobEngine.QueueJob(name, () => callback(obj));
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else if (canRunInThisThread)
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callback(obj);
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else
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Util.FireAndForget(callback, obj, name, !mustNotTimeout);
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}
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private static void HandleControlCommand(string module, string[] args)
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{
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// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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@ -126,8 +126,6 @@ namespace OpenSim.Region.ClientStack.LindenCaps
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Hashtable responsedata = new Hashtable();
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responsedata["int_response_code"] = 301;
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responsedata["str_redirect_location"] = m_ServerReleaseNotesURL;
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responsedata["content_type"] = "text/plain";
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return responsedata;
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}
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}
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@ -172,6 +172,11 @@ namespace OpenSim.Region.ClientStack.Linden
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if(m_doScriptSyntax && m_scriptSyntaxID != UUID.Zero)
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m_features["LSLSyntaxId"] = OSD.FromUUID(m_scriptSyntaxID);
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OSDMap meshAnim = new OSDMap();
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meshAnim["AnimatedObjectMaxTris"] = OSD.FromInteger(10000);
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meshAnim["MaxAgentAnimatedObjectAttachments"] = OSD.FromInteger(2);
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m_features["AnimatedObjects"] = meshAnim;
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// Extra information for viewers that want to use it
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// TODO: Take these out of here into their respective modules, like map-server-url
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OSDMap extrasMap;
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@ -454,9 +454,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string Name { get { return FirstName + " " + LastName; } }
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public uint CircuitCode { get { return m_circuitCode; } }
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protected int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
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public int NextAnimationSequenceNumber
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{
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get { return m_udpServer.NextAnimationSequenceNumber; }
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get
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{
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int ret = Interlocked.Increment(ref m_animationSequenceNumber);
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if (ret <= 0)
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{
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m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0xafff5fL);
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ret = Interlocked.Increment(ref m_animationSequenceNumber);
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}
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return ret;
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}
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set
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{
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m_animationSequenceNumber = value;
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}
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}
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/// <summary>
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@ -3904,6 +3919,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(ani, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority);
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}
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public void SendObjectAnimations(UUID[] animations, int[] seqs, UUID senderId)
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Sending Object animations for {0} to {1}", sourceAgentId, Name);
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ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
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// TODO: don't create new blocks if recycling an old packet
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ani.Sender = new ObjectAnimationPacket.SenderBlock();
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ani.Sender.ID = senderId;
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ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[animations.Length];
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for (int i = 0; i < animations.Length; ++i)
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{
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ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
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ani.AnimationList[i].AnimID = animations[i];
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ani.AnimationList[i].AnimSequenceID = seqs[i];
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}
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OutPacket(ani, ThrottleOutPacketType.Task);
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}
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#endregion
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#region Avatar Packet/Data Sending Methods
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@ -4127,6 +4161,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<SceneObjectPart>> ObjectAnimationUpdates = new OpenSim.Framework.Lazy<List<SceneObjectPart>>();
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// Check to see if this is a flush
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if (maxUpdatesBytes <= 0)
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bool canUseCompressed = true;
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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canUseCompressed = false;
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}
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else
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{
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if(updateFlags.HasFlag(PrimUpdateFlags.Animations))
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{
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updateFlags &= ~PrimUpdateFlags.Animations;
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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if(sop.Animations != null)
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{
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ObjectAnimationUpdates.Value.Add(sop);
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maxUpdatesBytes -= 32 * sop.Animations.Count + 16;
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}
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}
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
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}
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foreach (SceneObjectPart sop in ObjectAnimationUpdates.Value)
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{
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if (sop.Animations == null)
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continue;
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SceneObjectGroup sog = sop.ParentGroup;
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if (sog == null || sog.IsDeleted)
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continue;
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SceneObjectPart root = sog.RootPart;
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if (root == null || root.Shape == null || !root.Shape.MeshFlagEntry)
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continue;
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UUID[] ids = null;
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int[] seqs = null;
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int count = sop.GetAnimations(out ids, out seqs);
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if(count < 0)
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continue;
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ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
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ani.Sender = new ObjectAnimationPacket.SenderBlock();
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ani.Sender.ID = sop.UUID;
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ani.AnimationList = new ObjectAnimationPacket.AnimationListBlock[sop.Animations.Count];
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for(int i = 0; i< count; i++)
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{
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ani.AnimationList[i] = new ObjectAnimationPacket.AnimationListBlock();
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ani.AnimationList[i].AnimID = ids[i];
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ani.AnimationList[i].AnimSequenceID = seqs[i];
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}
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OutPacket(ani, ThrottleOutPacketType.Task);
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}
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#endregion Packet Sending
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#region Handle deleted objects
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@ -4462,6 +4541,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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GroupsInView.Add(grp);
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}
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}
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#endregion
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}
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@ -341,19 +341,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Flag to signal when clients should send pings</summary>
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protected bool m_sendPing;
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protected int m_animationSequenceNumber;
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public int NextAnimationSequenceNumber
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{
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get
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{
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m_animationSequenceNumber++;
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if (m_animationSequenceNumber > 2147482624)
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m_animationSequenceNumber = 1;
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return m_animationSequenceNumber;
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}
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}
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protected ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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protected Pool<IncomingPacket> m_incomingPacketPool;
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@ -507,7 +494,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ThrottleRates = new ThrottleRates(configSource);
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Random rnd = new Random(Util.EnvironmentTickCount());
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m_animationSequenceNumber = rnd.Next(11474826);
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// if (usePools)
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// EnablePools();
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@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
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public void Process()
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{
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_finished = false;
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httpThread = WorkManager.StartThread(SendRequest, "XMLRPCreqThread", ThreadPriority.BelowNormal, true, false, null, int.MaxValue);
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httpThread = WorkManager.StartThread(SendRequest, "XMLRPCreqThread", ThreadPriority.Normal, true, false, null, int.MaxValue);
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}
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/*
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@ -728,10 +728,12 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
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m_log.Warn("[SendRemoteDataRequest]: Request failed");
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m_log.Warn(we.StackTrace);
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}
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_finished = true;
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Watchdog.RemoveThread();
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finally
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{
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_finished = true;
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httpThread = null;
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Watchdog.RemoveThread();
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}
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}
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public void Stop()
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@ -290,6 +290,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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assetGatherer.GatherAll();
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GC.Collect();
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int errors = assetGatherer.FailedUUIDs.Count;
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m_log.DebugFormat(
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"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
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@ -137,6 +137,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
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{
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string thiskey = kvp.Key.ToString();
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try
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{
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@ -162,7 +163,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_foundAssetUuids.Add(asset.FullID);
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m_assetsArchiver.WriteAsset(PostProcess(asset));
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if(++gccontrol > 5000)
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if(++gccontrol > 10000)
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{
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gccontrol = 0;
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GC.Collect();
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@ -62,9 +62,23 @@ namespace OpenSim.Region.Framework.Scenes
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private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
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private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
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public delegate void SynchronizeSceneHandler(Scene scene);
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protected static int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
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public int NextObjectAnimationSequenceNumber
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{
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get
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{
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int ret = Interlocked.Increment(ref m_animationSequenceNumber);
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if (ret <= 0 )
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{
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m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0xafff5fL);
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ret = Interlocked.Increment(ref m_animationSequenceNumber);
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}
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return ret;
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}
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}
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#region Fields
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/// <summary>
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@ -945,6 +959,7 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
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CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
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m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
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if (RegionInfo.NonphysPrimMin > 0)
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{
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@ -1547,10 +1562,9 @@ namespace OpenSim.Region.Framework.Scenes
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// tell physics to finish building actor
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m_sceneGraph.ProcessPhysicsPreSimulation();
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m_heartbeatThread
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= WorkManager.StartThread(
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Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
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m_heartbeatThread = WorkManager.StartThread(
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Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false,
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false, null, 20000, false);
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StartScripts();
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}
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@ -1943,7 +1957,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (!m_backingup)
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{
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WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0}", Name), false);
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WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name), false);
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}
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}
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@ -28,6 +28,7 @@
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using System;
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using System.Threading;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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@ -68,8 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
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#region Fields
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protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
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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)
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -441,6 +441,7 @@ namespace OpenSim.Tests.Common
|
|||
public virtual int NextAnimationSequenceNumber
|
||||
{
|
||||
get { return 1; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public IScene Scene
|
||||
|
|
Loading…
Reference in New Issue