commit code which stops full updates being fired multiple times when attachments cross standalone region boundaries

lots of messy debug code here too which would need to be removed
0.6.9-post-fixes
Justin Clark-Casey (justincc) 2010-05-27 21:35:17 +01:00
parent a6c7995b71
commit 5074d290e4
10 changed files with 123 additions and 23 deletions

View File

@ -260,7 +260,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
{
if (s.RegionInfo.RegionHandle == regionHandle)
{
//m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
if (isLocalCall)
{
// We need to make a local copy of the object

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@ -2449,6 +2449,8 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
m_log.DebugFormat("[SCENE INVENTORY]: {0} {1} IsAttachment={2}", att.Name, att.LocalId, att.IsAttachment);
Console.WriteLine("HERE X");
ScenePresence presence;
if (TryGetAvatar(remoteClient.AgentId, out presence))
{
@ -2456,9 +2458,12 @@ namespace OpenSim.Region.Framework.Scenes
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
Console.WriteLine("HERE Y");
if (m_AvatarFactory != null)
m_AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
Console.WriteLine("HERE Z");
}
}

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@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (((SceneObjectGroup)ent).LocalId == primLocalID)
{
m_log.DebugFormat("[SCENE]: Received full update request for {0} from {1}", primLocalID, remoteClient.Name);
((SceneObjectGroup)ent).SendFullUpdateToClient(remoteClient);
return;
}

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@ -1833,6 +1833,28 @@ namespace OpenSim.Region.Framework.Scenes
return sceneObject;
}
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
///
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, changes to the object will be reflected in its persisted data
/// If false, the persisted data will not be changed even if the object in the scene is changed
/// </param>
/// <param name="alreadyPersisted">
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
public bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
}
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
@ -1852,7 +1874,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
{
return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
}
/// <summary>
@ -2461,7 +2483,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public bool IncomingCreateObject(ISceneObject sog)
{
//m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
SceneObjectGroup newObject;
try
{
@ -2533,10 +2555,12 @@ namespace OpenSim.Region.Framework.Scenes
if (sceneObject.IsAttachmentCheckFull()) // Attachment
{
m_log.DebugFormat("[SCENE]: Adding attachment {0} {1}", sceneObject.Name, sceneObject.LocalId);
sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
AddRestoredSceneObject(sceneObject, false, false);
AddRestoredSceneObject(sceneObject, false, false, false);
// Handle attachment special case
SceneObjectPart RootPrim = sceneObject.RootPart;
@ -2544,6 +2568,8 @@ namespace OpenSim.Region.Framework.Scenes
// Fix up attachment Parent Local ID
ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
Console.WriteLine("AAAA");
//uint parentLocalID = 0;
if (sp != null)
{
@ -2563,19 +2589,24 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
AttachObject(
sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
grp.SendGroupFullUpdate();
//grp.SendGroupFullUpdate();
}
else
{
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
}
Console.WriteLine("BBBB");
}
else
{
m_log.DebugFormat("[SCENE]: Adding ordinary object {0} {1}", sceneObject.Name, sceneObject.LocalId);
AddRestoredSceneObject(sceneObject, true, false);
if (!Permissions.CanObjectEntry(sceneObject.UUID,

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@ -1383,7 +1383,9 @@ namespace OpenSim.Region.Framework.Scenes
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendInitialFullUpdateToAllClients();
Console.WriteLine("SCS 1");
agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
Console.WriteLine("SCS 2");
// m_scene.SendKillObject(m_localId);

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@ -216,11 +216,15 @@ namespace OpenSim.Region.Framework.Scenes
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <param name="sendClientUpdate">
/// If true, we send updates to the client to tell it about this object
/// If false, we leave it up to the caller to do this
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
if (!alreadyPersisted)
{
@ -228,9 +232,30 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.HasGroupChanged = true;
}
return AddSceneObject(sceneObject, attachToBackup, true);
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
// /// <summary>
// /// Add an object into the scene that has come from storage
// /// </summary>
// /// <param name="sceneObject"></param>
// /// <param name="attachToBackup">
// /// If true, changes to the object will be reflected in its persisted data
// /// If false, the persisted data will not be changed even if the object in the scene is changed
// /// </param>
// /// <param name="alreadyPersisted">
// /// If true, we won't persist this object until it changes
// /// If false, we'll persist this object immediately
// /// </param>
// /// <returns>
// /// true if the object was added, false if an object with the same uuid was already in the scene
// /// </returns>
// protected internal bool AddRestoredSceneObject(
// SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
// {
// AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
// }
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
@ -611,11 +636,13 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent)
{
Console.WriteLine("HERE A");
SceneObjectGroup group = GetGroupByPrim(objectLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
{
Console.WriteLine("HERE -1");
// If the attachment point isn't the same as the one previously used
// set it's offset position = 0 so that it appears on the attachment point
// and not in a weird location somewhere unknown.
@ -654,9 +681,12 @@ namespace OpenSim.Region.Framework.Scenes
itemId = group.GetFromItemID();
}
Console.WriteLine("HERE 0");
m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group);
Console.WriteLine("HERE 1");
group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent);
Console.WriteLine("HERE 2");
// In case it is later dropped again, don't let
// it get cleaned up
//

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@ -1494,6 +1494,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
if (IsAttachment)
m_log.DebugFormat(
"[SOG]: Sending full update to client {0} for {1} {2}", remoteClient.Name, Name, LocalId);
SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
lock (m_parts)
@ -1513,8 +1517,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="part"></param>
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
{
// m_log.DebugFormat(
// "[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
if (IsAttachment)
m_log.DebugFormat(
"[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
if (m_rootPart.UUID == part.UUID)
{
@ -1994,7 +1999,8 @@ namespace OpenSim.Region.Framework.Scenes
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
if (IsAttachment)
m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
RootPart.AddFullUpdateToAvatar(presence);
@ -2026,7 +2032,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ScheduleGroupForFullUpdate()
{
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
if (IsAttachment)
m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
checkAtTargets();
RootPart.ScheduleFullUpdate();

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@ -1262,13 +1262,14 @@ namespace OpenSim.Region.Framework.Scenes
{
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
avatars[i].SceneViewer.QueuePartForUpdate(this);
}
AddFullUpdateToAvatar(avatars[i]);
}
public void AddFullUpdateToAvatar(ScenePresence presence)
{
if (IsAttachment)
m_log.DebugFormat("AddFullUpdateToAllAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
presence.SceneViewer.QueuePartForUpdate(this);
}
@ -1287,13 +1288,14 @@ namespace OpenSim.Region.Framework.Scenes
{
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
avatars[i].SceneViewer.QueuePartForUpdate(this);
}
AddTerseUpdateToAvatar(avatars[i]);
}
public void AddTerseUpdateToAvatar(ScenePresence presence)
{
if (IsAttachment)
m_log.DebugFormat("AddTerseUpdateToAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
presence.SceneViewer.QueuePartForUpdate(this);
}
@ -2727,7 +2729,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ScheduleFullUpdate()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
if (IsAttachment)
m_log.DebugFormat("[SOP]: Scheduling full update for {0} {1}", Name, LocalId);
if (m_parentGroup != null)
{
@ -2840,6 +2843,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="remoteClient"></param>
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
if (IsAttachment)
m_log.DebugFormat(
"[SCENE OBJECT PART]: Sending part full update to {0} for {1} {2}", remoteClient.Name, Name, LocalId);
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
}
@ -2848,6 +2855,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendFullUpdateToAllClients()
{
if (IsAttachment)
m_log.DebugFormat(
"[SCENE OBJECT PART]: Sending full update for {0} {1} for all clients", Name, LocalId);
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
@ -2859,6 +2870,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SendFullUpdateToAllClientsExcept(UUID agentID)
{
if (IsAttachment)
m_log.DebugFormat(
"[SCENE OBJECT PART]: Sending full update for {0} {1} to all clients except {2}", Name, LocalId, agentID);
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
@ -2965,6 +2980,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
{
if (IsAttachment)
m_log.DebugFormat("[SOP]: Sending scheduled full update for {0} {1}", Name, LocalId);
AddFullUpdateToAllAvatars();
ClearUpdateSchedule();
}

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@ -27,6 +27,7 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
@ -39,6 +40,8 @@ namespace OpenSim.Region.Framework.Scenes
{
public class SceneViewer : ISceneViewer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected ScenePresence m_presence;
protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
protected Queue<SceneObjectGroup> m_pendingObjects;
@ -60,6 +63,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="part"></param>
public void QueuePartForUpdate(SceneObjectPart part)
{
if (part.IsAttachment)
m_log.DebugFormat("[SCENE VIEWER]: Queueing part {0} {1} for update", part.Name, part.LocalId);
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
@ -134,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
// m_log.DebugFormat(
// m_log.DebugFormat(AddFullUpdateToAvatar
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampTerse);

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@ -12,7 +12,7 @@
<log4net>
<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%date{HH:mm:ss} - %message" />
<conversionPattern value="%date{HH:mm:ss,fff} - %message" />
</layout>
</appender>