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

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@ -88,6 +88,11 @@ namespace OpenSim.Framework.Monitoring
Watchdog.Stop(); 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> /// <summary>
/// Start a new long-lived thread. /// Start a new long-lived thread.
/// </summary> /// </summary>
@ -99,9 +104,9 @@ namespace OpenSim.Framework.Monitoring
/// <param name="log">If true then creation of thread is logged.</param> /// <param name="log">If true then creation of thread is logged.</param>
/// <returns>The newly created Thread object</returns> /// <returns>The newly created Thread object</returns>
public static Thread StartThread( 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> /// <summary>
@ -162,15 +167,22 @@ namespace OpenSim.Framework.Monitoring
{ {
Culture.SetCurrentCulture(); Culture.SetCurrentCulture();
callback(obj); callback(obj);
Watchdog.RemoveThread(log:false);
} }
catch (Exception e) catch (Exception e)
{ {
m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), 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> /// <summary>
@ -187,54 +199,6 @@ namespace OpenSim.Framework.Monitoring
Util.FireAndForget(callback, obj, name, timeout); 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) private static void HandleControlCommand(string module, string[] args)
{ {
// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene) // if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)

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

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

View File

@ -454,9 +454,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public string Name { get { return FirstName + " " + LastName; } } public string Name { get { return FirstName + " " + LastName; } }
public uint CircuitCode { get { return m_circuitCode; } } public uint CircuitCode { get { return m_circuitCode; } }
protected int m_animationSequenceNumber = (int)(Util.GetTimeStampTicks() & 0x5fffafL);
public int NextAnimationSequenceNumber 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> /// <summary>
@ -3904,6 +3919,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(ani, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority); 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 #endregion
#region Avatar Packet/Data Sending Methods #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>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = 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<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 // Check to see if this is a flush
if (maxUpdatesBytes <= 0) if (maxUpdatesBytes <= 0)
@ -4297,12 +4332,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool canUseCompressed = true; bool canUseCompressed = true;
bool canUseImproved = true; bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives // Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart)) if (!(update.Entity is SceneObjectPart))
{ {
canUseCompressed = false; 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)) 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); }); 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 #endregion Packet Sending
#region Handle deleted objects #region Handle deleted objects
@ -4462,6 +4541,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
GroupsInView.Add(grp); GroupsInView.Add(grp);
} }
} }
#endregion #endregion
} }

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

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@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
public void Process() public void Process()
{ {
_finished = false; _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("[SendRemoteDataRequest]: Request failed");
m_log.Warn(we.StackTrace); m_log.Warn(we.StackTrace);
} }
finally
_finished = true; {
_finished = true;
Watchdog.RemoveThread(); httpThread = null;
Watchdog.RemoveThread();
}
} }
public void Stop() public void Stop()

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@ -290,6 +290,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
assetGatherer.GatherAll(); assetGatherer.GatherAll();
GC.Collect(); GC.Collect();
int errors = assetGatherer.FailedUUIDs.Count; int errors = assetGatherer.FailedUUIDs.Count;
m_log.DebugFormat( m_log.DebugFormat(
"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets", "[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
foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids) foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
{ {
string thiskey = kvp.Key.ToString(); string thiskey = kvp.Key.ToString();
try try
{ {
@ -162,7 +163,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_foundAssetUuids.Add(asset.FullID); m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(PostProcess(asset)); m_assetsArchiver.WriteAsset(PostProcess(asset));
if(++gccontrol > 5000) if(++gccontrol > 10000)
{ {
gccontrol = 0; gccontrol = 0;
GC.Collect(); GC.Collect();

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@ -62,9 +62,23 @@ namespace OpenSim.Region.Framework.Scenes
private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
public delegate void SynchronizeSceneHandler(Scene scene); 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 #region Fields
/// <summary> /// <summary>
@ -945,6 +959,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
if (RegionInfo.NonphysPrimMin > 0) if (RegionInfo.NonphysPrimMin > 0)
{ {
@ -1547,10 +1562,9 @@ namespace OpenSim.Region.Framework.Scenes
// tell physics to finish building actor // tell physics to finish building actor
m_sceneGraph.ProcessPhysicsPreSimulation(); m_sceneGraph.ProcessPhysicsPreSimulation();
m_heartbeatThread m_heartbeatThread = WorkManager.StartThread(
= WorkManager.StartThread( Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false,
Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); false, null, 20000, false);
StartScripts(); StartScripts();
} }
@ -1943,7 +1957,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (!m_backingup) 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;
using System.Threading; using System.Threading;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Reflection; using System.Reflection;
using OpenMetaverse; using OpenMetaverse;
using OpenMetaverse.Packets; using OpenMetaverse.Packets;
@ -68,8 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields #region Fields
protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim(); protected System.Threading.ReaderWriterLockSlim m_scenePresencesLock = new System.Threading.ReaderWriterLockSlim();
protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
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 List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
protected internal EntityManager Entities = new EntityManager(); protected internal EntityManager Entities = new EntityManager();
@ -147,10 +150,9 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock(); m_scenePresencesLock.EnterWriteLock();
try try
{ {
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); m_scenePresenceMap = new ConcurrentDictionary<UUID, ScenePresence>();
List<ScenePresence> newlist = new List<ScenePresence>(); m_scenePresenceLocalIDMap = new ConcurrentDictionary<uint, ScenePresence>();
m_scenePresenceMap = newmap; m_scenePresenceArray = new List<ScenePresence>();
m_scenePresenceArray = newlist;
} }
finally finally
{ {
@ -165,22 +167,13 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID.Clear(); SceneObjectGroupsByLocalPartID.Clear();
Entities.Clear(); Entities.Clear();
m_scenePresencesLock.Dispose();
} }
#region Update Methods #region Update Methods
protected internal void UpdatePreparePhysics() 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> /// <summary>
@ -197,6 +190,14 @@ namespace OpenSim.Region.Framework.Scenes
}); });
} }
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate (ScenePresence presence)
{
presence.UpdateMovement();
});
}
/// <summary> /// <summary>
/// Perform a physics frame update. /// Perform a physics frame update.
/// </summary> /// </summary>
@ -204,23 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns> /// <returns></returns>
protected internal float UpdatePhysics(double elapsed) protected internal float UpdatePhysics(double elapsed)
{ {
// Here is where the Scene calls the PhysicsScene. This is a one-way if (PhysicsScene != null)
// interaction; the PhysicsScene cannot access the calling Scene directly. return PhysicsScene.Simulate((float)elapsed);
// But with joints, we want a PhysicsActor to be able to influence a return 0;
// 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);
} }
protected internal void ProcessPhysicsPreSimulation() protected internal void ProcessPhysicsPreSimulation()
@ -229,14 +216,6 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsScene.ProcessPreSimulation(); 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) public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations)
{ {
coarseLocations = new List<Vector3>(); coarseLocations = new List<Vector3>();
@ -640,7 +619,7 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_updateList) lock (m_updateList)
{ {
updates = new List<SceneObjectGroup>(m_updateList.Values); updates = new List<SceneObjectGroup>(m_updateList.Values);
m_updateList.Clear(); m_updateList = new Dictionary<UUID, SceneObjectGroup>();
} }
// Go through all updates // Go through all updates
@ -720,26 +699,32 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_numChildAgents++; m_numChildAgents++;
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 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); newlist.Add(presence);
} }
else else
{ {
// Remember the old presence reference from the dictionary // 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 // Replace the presence reference in the dictionary with the new value
newmap[presence.UUID] = presence; m_scenePresenceMap[presence.UUID] = presence;
// Find the index in the list where the old ref was stored and update the reference
newlist[newlist.IndexOf(oldref)] = 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 // Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist; m_scenePresenceArray = newlist;
} }
finally finally
@ -765,20 +750,15 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock(); m_scenePresencesLock.EnterWriteLock();
try 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 // 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 // Find the index in the list where the old ref was stored and remove the reference
newlist.RemoveAt(newlist.IndexOf(oldref)); List<ScenePresence> newsps = new List<ScenePresence>(m_scenePresenceArray);
// Swap out the dictionary and list with new references newsps.RemoveAt(newsps.IndexOf(oldref));
m_scenePresenceMap = newmap; m_scenePresenceArray = newsps;
m_scenePresenceArray = newlist; m_scenePresenceLocalIDMap.TryRemove(oldref.LocalId, out oldref);
} }
else else
{ {
@ -914,7 +894,16 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns> /// <returns></returns>
protected internal List<ScenePresence> GetScenePresences() protected internal List<ScenePresence> GetScenePresences()
{ {
return m_scenePresenceArray;
m_scenePresencesLock.EnterReadLock();
try
{
return m_scenePresenceArray;
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
} }
/// <summary> /// <summary>
@ -924,9 +913,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns> /// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(UUID agentID) protected internal ScenePresence GetScenePresence(UUID agentID)
{ {
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
ScenePresence presence; ScenePresence presence;
presences.TryGetValue(agentID, out presence); m_scenePresenceMap.TryGetValue(agentID, out presence);
return presence; return presence;
} }
@ -955,24 +943,28 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns> /// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(uint localID) protected internal ScenePresence GetScenePresence(uint localID)
{ {
ScenePresence sp = null;
if(m_scenePresenceLocalIDMap.TryGetValue(localID, out sp))
return sp;
/*
List<ScenePresence> presences = GetScenePresences(); List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences) foreach (ScenePresence presence in presences)
if (presence.LocalId == localID) if (presence.LocalId == localID)
return presence; return presence;
*/
return null; return null;
} }
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar) protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{ {
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap; return m_scenePresenceMap.TryGetValue(agentID, out avatar);
presences.TryGetValue(agentID, out avatar);
return (avatar != null);
} }
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar) protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
{ {
avatar = null; 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) if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
{ {

View File

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

View File

@ -68,22 +68,6 @@ namespace OpenSim.Region.Framework.Scenes
POSITION = 32768 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] [Flags]
public enum TextureAnimFlags : byte public enum TextureAnimFlags : byte
{ {
@ -109,13 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
SCULPT = 7 SCULPT = 7
} }
public enum UpdateRequired : byte
{
NONE = 0,
TERSE = 1,
FULL = 2
}
#endregion Enumerations #endregion Enumerations
public class SceneObjectPart : ISceneEntity public class SceneObjectPart : ISceneEntity
@ -182,10 +159,13 @@ namespace OpenSim.Region.Framework.Scenes
{ {
get get
{ {
return // assume SitTargetOrientation is normalized (as needed elsewhere)
!(SitTargetPosition == Vector3.Zero if( SitTargetPosition != Vector3.Zero ||
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion SitTargetOrientation.X != 0f ||
|| (SitTargetOrientation.W == 0f && SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f ))); // Invalid Quaternion SitTargetOrientation.Y != 0f ||
SitTargetOrientation.Z != 0f)
return true;
return false;
} }
} }
@ -1212,7 +1192,18 @@ namespace OpenSim.Region.Framework.Scenes
return a * b; 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(); private object UpdateFlagLock = new object();
/// <summary> /// <summary>
@ -1503,11 +1494,16 @@ namespace OpenSim.Region.Framework.Scenes
} }
set set
{ {
UUID old = m_collisionSound;
m_collisionSoundType = value; m_collisionSoundType = value;
if (value == -1) if (value == -1)
m_collisionSound = invalidCollisionSoundUUID; m_collisionSound = invalidCollisionSoundUUID;
else if (value == 0) else if (value == 0)
m_collisionSound = UUID.Zero; 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; } get { return m_collisionSound; }
set set
{ {
UUID olds = m_collisionSound;
m_collisionSound = value; m_collisionSound = value;
if (value == invalidCollisionSoundUUID) if (value == invalidCollisionSoundUUID)
@ -1525,13 +1522,24 @@ namespace OpenSim.Region.Framework.Scenes
else else
m_collisionSoundType = 1; m_collisionSoundType = 1;
if(m_collisionSound != olds && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
} }
} }
public float CollisionSoundVolume public float CollisionSoundVolume
{ {
get { return m_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 public float Buoyancy
@ -1884,7 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ClearUpdateSchedule() public void ClearUpdateSchedule()
{ {
lock(UpdateFlagLock) lock(UpdateFlagLock)
UpdateFlag = UpdateRequired.NONE; UpdateFlag = PrimUpdateFlags.None;
} }
/// <summary> /// <summary>
@ -3276,40 +3284,27 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId); // 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; return;
if (ParentGroup.Scene == null)
return;
if(ParentGroup.Scene.GetNumberOfClients() == 0) if(ParentGroup.Scene.GetNumberOfClients() == 0)
return; return;
ParentGroup.QueueForUpdateCheck(); // just in case ParentGroup.QueueForUpdateCheck(); // just in case
lock(UpdateFlagLock) lock(UpdateFlagLock)
{ UpdateFlag |= PrimUpdateFlags.FullUpdate;
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
}
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true); ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
} }
/// <summary> /// <summary>
/// Schedule a terse update for this prim. Terse updates only send position, /// 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> /// </summary>
public void ScheduleTerseUpdate() public void ScheduleTerseUpdate()
{ {
if (ParentGroup == null) if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
if (ParentGroup.Scene == null)
return; return;
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
@ -3317,28 +3312,47 @@ namespace OpenSim.Region.Framework.Scenes
if(ParentGroup.Scene.GetNumberOfClients() == 0) if(ParentGroup.Scene.GetNumberOfClients() == 0)
return; return;
// This was pulled from SceneViewer. Attachments always receive full updates. ParentGroup.QueueForUpdateCheck();
// 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). bool isfull = false;
if (ParentGroup.IsAttachment) lock (UpdateFlagLock)
{ {
ScheduleFullUpdate(); if (ParentGroup.IsAttachment)
return; {
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(); ParentGroup.QueueForUpdateCheck();
lock(UpdateFlagLock)
{
if (UpdateFlag == UpdateRequired.NONE)
{
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat( bool isfull = false;
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}", lock (UpdateFlagLock)
// UUID, Name); {
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) public void ScriptSetPhysicsStatus(bool UsePhysics)
@ -3364,7 +3378,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null) if (sp != null)
{ {
sp.SendAttachmentUpdate(this, UpdateRequired.FULL); sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
} }
} }
else 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> /// <summary>
/// Send a full update for this part to all clients. /// Send a full update for this part to all clients.
/// </summary> /// </summary>
@ -3419,7 +3456,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null) if (sp != null)
{ {
sp.SendAttachmentUpdate(this, UpdateRequired.FULL); sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
} }
} }
else else
@ -3469,136 +3506,109 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendScheduledUpdates(double now) public void SendScheduledUpdates(double now)
{ {
bool sendterse = false; PrimUpdateFlags current;
bool sendfull = false; lock (UpdateFlagLock)
lock(UpdateFlagLock)
{ {
switch (UpdateFlag) current = UpdateFlag;
if (current == PrimUpdateFlags.None)
return;
if(current == PrimUpdateFlags.TerseUpdate)
{ {
case UpdateRequired.NONE: Vector3 curvel = Velocity;
break; Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
case UpdateRequired.TERSE: while(true) // just to avoid ugly goto
sendterse = true; {
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
Vector3 curvel = Velocity; if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
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 ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE || Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE) Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break; break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE || if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE || Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE) Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break; 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;
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 && vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE && vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE vz < VELOCITY_TOLERANCE
) )
{ {
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break; break;
if(vx < 1e-4 &&
if (vx < 1e-4 &&
vy < 1e-4 && vy < 1e-4 &&
vz < 1e-4 && vz < 1e-4 &&
( (
Math.Abs(m_lastVelocity.X) > 1e-4 || Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 || Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 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.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE) Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
break; break;
// viewer interpolators have a limit of 64rad/s // viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X); float ax = Math.Abs(angvel.X);
if(ax > 64.0) if(ax > 64.0)
break; break;
float ay = Math.Abs(angvel.Y); float ay = Math.Abs(angvel.Y);
if(ay > 64.0) if(ay > 64.0)
break; break;
float az = Math.Abs(angvel.Z); float az = Math.Abs(angvel.Z);
if(az > 64.0) if(az > 64.0)
break; break;
if ( if (
ax < ANGVELOCITY_TOLERANCE && ax < ANGVELOCITY_TOLERANCE &&
ay < ANGVELOCITY_TOLERANCE && ay < ANGVELOCITY_TOLERANCE &&
az < ANGVELOCITY_TOLERANCE && az < ANGVELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) !RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
) )
break;
sendterse = false;
break; break;
} return;
}
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;
} }
}
if(sendterse) if((current & PrimUpdateFlags.TerseUpdate) != 0)
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{ {
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) SendUpdateToClient(avatar.ControllingClient, current);
{ });
SendFullUpdate(avatar.ControllingClient);
});
}
} }
/// <summary> /// <summary>
@ -3608,10 +3618,10 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (ParentGroup == null || ParentGroup.Scene == null) if (ParentGroup == null || ParentGroup.Scene == null)
return; return;
lock(UpdateFlagLock) lock(UpdateFlagLock)
{ {
if(UpdateFlag != UpdateRequired.NONE) UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; m_lastPosition = AbsolutePosition;
@ -3635,8 +3645,7 @@ namespace OpenSim.Region.Framework.Scenes
lock(UpdateFlagLock) lock(UpdateFlagLock)
{ {
if(UpdateFlag != UpdateRequired.NONE) UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; m_lastPosition = AbsolutePosition;
@ -3652,7 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null) if (sp != null)
{ {
sp.SendAttachmentUpdate(this, UpdateRequired.TERSE); sp.SendAttachmentUpdate(this, PrimUpdateFlags.TerseUpdate);
} }
} }
else else
@ -3682,12 +3691,6 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue) public void SetBuoyancy(float fvalue)
{ {
Buoyancy = fvalue; Buoyancy = fvalue;
/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
*/
} }
public void SetDieAtEdge(bool p) public void SetDieAtEdge(bool p)
@ -4085,7 +4088,8 @@ namespace OpenSim.Region.Framework.Scenes
GroupID = groupID; GroupID = groupID;
// if (client != null) // if (client != null)
// SendPropertiesToClient(client); // SendPropertiesToClient(client);
UpdateFlag = UpdateRequired.FULL; lock(UpdateFlagLock)
UpdateFlag |= PrimUpdateFlags.FullUpdate;
} }
/// <summary> /// <summary>
@ -4273,8 +4277,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pos = GetWorldPosition(); Vector3 pos = GetWorldPosition();
Quaternion rot = GetWorldRotation(); Quaternion rot = GetWorldRotation();
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = rot; Quaternion AXrot = rot;
AXrot.Normalize(); AXrot.Normalize();
@ -4645,7 +4647,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (ParentGroup.RootPart.GetStatusSandbox()) if (ParentGroup.RootPart.GetStatusSandbox())
{ {
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10) if (Vector3.DistanceSquared(ParentGroup.RootPart.StatusSandboxPos, newPos) > 100)
{ {
ParentGroup.RootPart.ScriptSetPhysicsStatus(false); ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
newPos = OffsetPosition; newPos = OffsetPosition;
@ -5230,7 +5232,7 @@ namespace OpenSim.Region.Framework.Scenes
// Materials capable viewers can send a ObjectImage packet // Materials capable viewers can send a ObjectImage packet
// when nothing in TE has changed. MaterialID should be updated // when nothing in TE has changed. MaterialID should be updated
// by the RenderMaterials CAP handler, so updating it here may cause a // 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 // we should ignore any changes and not update Shape.TextureEntry
bool otherFieldsChanged = false; bool otherFieldsChanged = false;
@ -5279,7 +5281,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
if (changeFlags == 0) if (changeFlags == 0)
return; return;
m_shape.TextureEntry = newTex.GetBytes(); m_shape.TextureEntry = newTex.GetBytes();
TriggerScriptChangedEvent(changeFlags); TriggerScriptChangedEvent(changeFlags);
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
@ -5412,6 +5414,21 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Public Methods #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) public void SendTerseUpdateToClient(IClientAPI remoteClient)
{ {
if (ParentGroup.IsDeleted) if (ParentGroup.IsDeleted)
@ -5424,10 +5441,7 @@ namespace OpenSim.Region.Framework.Scenes
// Causes this thread to dig into the Client Thread Data. // Causes this thread to dig into the Client Thread Data.
// Remember your locking here! // Remember your locking here!
remoteClient.SendEntityUpdate( remoteClient.SendEntityUpdate(this, PrimUpdateFlags.TerseUpdate);
this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
} }
@ -5691,5 +5705,75 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.Building = true; PhysActor.Building = true;
UpdatePrimFlags(wasUsingPhysics,wasTemporary,wasPhantom,makeVolumeDetect,false); 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) // if(root.LocalId != ParentPart.LocalId)
// ControllingClient.SendEntityTerseUpdateImmediate(root); // ControllingClient.SendEntityTerseUpdateImmediate(root);
// ControllingClient.SendEntityTerseUpdateImmediate(ParentPart); // ControllingClient.SendEntityTerseUpdateImmediate(ParentPart);
ParentPart.ParentGroup.SendFullUpdateToClient(ControllingClient); ParentPart.ParentGroup.SendFullAnimUpdateToClient(ControllingClient);
} }
// verify baked textures and cache // verify baked textures and cache
@ -4036,7 +4036,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (EntityBase e in entities) foreach (EntityBase e in entities)
{ {
if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment)
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); ((SceneObjectGroup)e).SendFullAnimUpdateToClient(ControllingClient);
} }
m_reprioritizationLastPosition = AbsolutePosition; m_reprioritizationLastPosition = AbsolutePosition;
@ -4883,18 +4883,31 @@ namespace OpenSim.Region.Framework.Scenes
Animator.ResetAnimations(); Animator.ResetAnimations();
Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides); 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? // 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 != null)
{
if (cAgent.DefaultAnim.SequenceNum > nanim)
nanim = cAgent.DefaultAnim.SequenceNum;
Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
}
if (cAgent.AnimState != null) if (cAgent.AnimState != null)
{
if (cAgent.AnimState.SequenceNum > nanim)
nanim = cAgent.AnimState.SequenceNum;
Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
}
if (cAgent.Anims != null) 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) if (cAgent.MotionState != 0)
Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState;
crossingFlags = cAgent.CrossingFlags; crossingFlags = cAgent.CrossingFlags;
gotCrossUpdate = (crossingFlags != 0); gotCrossUpdate = (crossingFlags != 0);
if(gotCrossUpdate) if(gotCrossUpdate)
@ -5401,14 +5414,18 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = sog.Parts; SceneObjectPart[] parts = sog.Parts;
SceneObjectPart rootpart = sog.RootPart; 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++) for (int i = 0; i < parts.Length; i++)
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
if (part == rootpart) if (part == rootpart)
continue; 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]; PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length];
SceneObjectPart rootpart = sog.RootPart; SceneObjectPart rootpart = sog.RootPart;
UpdateRequired rootreq = sog.RootPart.UpdateFlag; PrimUpdateFlags rootreq = sog.RootPart.GetAndClearUpdateFlag();
int j = 0; int j = 0;
bool allterse = true;
PrimUpdateFlags cur;
for (int i = 0; i < origparts.Length; i++) for (int i = 0; i < origparts.Length; i++)
{ {
if (origparts[i] != rootpart) if (origparts[i] != rootpart)
{ {
switch (origparts[i].UpdateFlag) cur = origparts[i].GetAndClearUpdateFlag();
{ if(cur == PrimUpdateFlags.None)
case UpdateRequired.NONE: continue;
break; flags[j] = cur;
parts[j] = origparts[i];
case UpdateRequired.TERSE: j++;
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;
}
} }
origparts[i].UpdateFlag = 0;
} }
if (j == 0 && rootreq == UpdateRequired.NONE) if (j == 0 && rootreq == PrimUpdateFlags.None)
return; return;
PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate;
if (rootreq != UpdateRequired.FULL && allterse)
{
rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
}
int nparts = j; int nparts = j;
ControllingClient.SendEntityUpdate(rootpart, rootflag); ControllingClient.SendEntityUpdate(rootpart, rootreq);
for (int i = 0; i < nparts; i++) for (int i = 0; i < nparts; i++)
{ {
@ -5485,7 +5481,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
continue; continue;
p.ControllingClient.SendEntityUpdate(rootpart, rootflag); p.ControllingClient.SendEntityUpdate(rootpart, rootreq);
for (int i = 0; i < nparts; i++) 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) if (IsChildAgent || IsInTransit)
return; 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[] parts = sog.Parts;
SceneObjectPart rootpart = sog.RootPart; SceneObjectPart rootpart = sog.RootPart;
// rootpart.UpdateFlag = 0; ControllingClient.SendEntityUpdate(rootpart, update);
ControllingClient.SendEntityUpdate(rootpart, flag);
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
if (part == rootpart) if (part == rootpart)
continue; continue;
ControllingClient.SendEntityUpdate(part, flag); ControllingClient.SendEntityUpdate(part, update);
// part.UpdateFlag = 0;
} }
if (sog.HasPrivateAttachmentPoint) if (sog.HasPrivateAttachmentPoint)
@ -5543,14 +5520,14 @@ namespace OpenSim.Region.Framework.Scenes
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
continue; continue;
p.ControllingClient.SendEntityUpdate(rootpart, flag); p.ControllingClient.SendEntityUpdate(rootpart, update);
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
if (part == rootpart) if (part == rootpart)
continue; continue;
p.ControllingClient.SendEntityUpdate(part, flag); p.ControllingClient.SendEntityUpdate(part, update);
} }
} }
} }
@ -5560,24 +5537,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsChildAgent || IsInTransit) if (IsChildAgent || IsInTransit)
return; return;
PrimUpdateFlags flag = part.GetAndClearUpdateFlag();
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;
ControllingClient.SendEntityUpdate(part, flag); ControllingClient.SendEntityUpdate(part, flag);
@ -5597,30 +5557,11 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public void SendAttachmentUpdate(SceneObjectPart part, PrimUpdateFlags flag)
public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag)
{ {
if (IsChildAgent || IsInTransit) if (IsChildAgent || IsInTransit)
return; 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); ControllingClient.SendEntityUpdate(part, flag);
if (part.ParentGroup.HasPrivateAttachmentPoint) if (part.ParentGroup.HasPrivateAttachmentPoint)

View File

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

View File

@ -58,7 +58,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_listener.Start(50); m_listener.Start(50);
WorkManager.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false, true); WorkManager.StartThread(ListenLoop, "IRCServer");
m_baseScene = baseScene; 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); 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 // This is the message order recommended by RFC 2812
if (m_password != null) if (m_password != null)

View File

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

View File

@ -229,16 +229,6 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
return fps; 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) public override void SetTerrain(float[] heightMap)
{ {
_heightMap = heightMap; _heightMap = heightMap;

View File

@ -352,13 +352,9 @@ namespace OpenSim.Region.PhysicsModule.BulletS
if (BSParam.UseSeparatePhysicsThread) if (BSParam.UseSeparatePhysicsThread)
{ {
// The physics simulation should happen independently of the heartbeat loop // The physics simulation should happen independently of the heartbeat loop
m_physicsThread m_physicsThread = WorkManager.StartThread(
= WorkManager.StartThread(
BulletSPluginPhysicsThread, BulletSPluginPhysicsThread,
string.Format("{0} ({1})", BulletEngineName, RegionName), string.Format("{0} ({1})", BulletEngineName, RegionName));
ThreadPriority.Normal,
true,
true);
} }
} }
@ -942,8 +938,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
#endregion // Simulation #endregion // Simulation
public override void GetResults() { }
#region Terrain #region Terrain
public override void SetTerrain(float[] heightMap) { public override void SetTerrain(float[] heightMap) {
@ -1124,8 +1118,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return topColliders; return topColliders;
} }
public override bool IsThreaded { get { return false; } }
#region Extensions #region Extensions
public override object Extension(string pFunct, params object[] pParams) 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) public override void SetTerrain(float[] heightMap)
{ {
if (m_worldOffset != Vector3.Zero && m_parentScene != null) if (m_worldOffset != Vector3.Zero && m_parentScene != null)

View File

@ -297,16 +297,6 @@ namespace OpenSim.Region.PhysicsModule.POS
return 1.0f; 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) public override void SetTerrain(float[] heightMap)
{ {
_heightMap = heightMap; _heightMap = heightMap;

View File

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

View File

@ -331,7 +331,8 @@ namespace OpenSim.Services.GridService
region = m_GridService.GetRegionByUUID(scopeID, regionID); region = m_GridService.GetRegionByUUID(scopeID, regionID);
if (region != null) 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; regInfo = region;
return true; return true;
} }

View File

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