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 removed0.6.9-post-fixes
parent
a6c7995b71
commit
5074d290e4
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@ -260,7 +260,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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{
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if (s.RegionInfo.RegionHandle == regionHandle)
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{
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//m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
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m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
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if (isLocalCall)
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{
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// We need to make a local copy of the object
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@ -2449,6 +2449,8 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_log.DebugFormat("[SCENE INVENTORY]: {0} {1} IsAttachment={2}", att.Name, att.LocalId, att.IsAttachment);
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Console.WriteLine("HERE X");
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ScenePresence presence;
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if (TryGetAvatar(remoteClient.AgentId, out presence))
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{
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@ -2456,9 +2458,12 @@ namespace OpenSim.Region.Framework.Scenes
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
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Console.WriteLine("HERE Y");
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if (m_AvatarFactory != null)
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m_AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
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Console.WriteLine("HERE Z");
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}
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}
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@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (((SceneObjectGroup)ent).LocalId == primLocalID)
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{
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m_log.DebugFormat("[SCENE]: Received full update request for {0} from {1}", primLocalID, remoteClient.Name);
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((SceneObjectGroup)ent).SendFullUpdateToClient(remoteClient);
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return;
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}
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@ -1833,6 +1833,28 @@ namespace OpenSim.Region.Framework.Scenes
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return sceneObject;
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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///
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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@ -1852,7 +1874,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
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return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
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}
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/// <summary>
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@ -2461,7 +2483,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public bool IncomingCreateObject(ISceneObject sog)
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{
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//m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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SceneObjectGroup newObject;
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try
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{
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@ -2533,10 +2555,12 @@ namespace OpenSim.Region.Framework.Scenes
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if (sceneObject.IsAttachmentCheckFull()) // Attachment
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{
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m_log.DebugFormat("[SCENE]: Adding attachment {0} {1}", sceneObject.Name, sceneObject.LocalId);
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sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
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sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
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AddRestoredSceneObject(sceneObject, false, false);
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AddRestoredSceneObject(sceneObject, false, false, false);
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// Handle attachment special case
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SceneObjectPart RootPrim = sceneObject.RootPart;
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@ -2544,6 +2568,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Fix up attachment Parent Local ID
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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Console.WriteLine("AAAA");
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//uint parentLocalID = 0;
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if (sp != null)
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{
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@ -2563,19 +2589,24 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat(
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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AttachObject(
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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grp.SendGroupFullUpdate();
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//grp.SendGroupFullUpdate();
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}
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else
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{
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
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}
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Console.WriteLine("BBBB");
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}
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else
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{
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m_log.DebugFormat("[SCENE]: Adding ordinary object {0} {1}", sceneObject.Name, sceneObject.LocalId);
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AddRestoredSceneObject(sceneObject, true, false);
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if (!Permissions.CanObjectEntry(sceneObject.UUID,
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@ -1383,7 +1383,9 @@ namespace OpenSim.Region.Framework.Scenes
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendInitialFullUpdateToAllClients();
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Console.WriteLine("SCS 1");
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agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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Console.WriteLine("SCS 2");
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// m_scene.SendKillObject(m_localId);
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@ -216,11 +216,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdate">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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if (!alreadyPersisted)
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{
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@ -228,9 +232,30 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.HasGroupChanged = true;
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}
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return AddSceneObject(sceneObject, attachToBackup, true);
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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// /// <summary>
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// /// Add an object into the scene that has come from storage
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// /// </summary>
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// /// <param name="sceneObject"></param>
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// /// <param name="attachToBackup">
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// /// If true, changes to the object will be reflected in its persisted data
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// /// If false, the persisted data will not be changed even if the object in the scene is changed
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// /// </param>
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// /// <param name="alreadyPersisted">
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// /// If true, we won't persist this object until it changes
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// /// If false, we'll persist this object immediately
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// /// </param>
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// /// <returns>
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// /// true if the object was added, false if an object with the same uuid was already in the scene
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// /// </returns>
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// protected internal bool AddRestoredSceneObject(
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// SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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// {
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// AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
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// }
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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@ -611,11 +636,13 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal bool AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent)
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{
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Console.WriteLine("HERE A");
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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if (group != null)
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{
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if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
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{
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Console.WriteLine("HERE -1");
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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@ -654,9 +681,12 @@ namespace OpenSim.Region.Framework.Scenes
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itemId = group.GetFromItemID();
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}
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Console.WriteLine("HERE 0");
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m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group);
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Console.WriteLine("HERE 1");
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group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent);
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Console.WriteLine("HERE 2");
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// In case it is later dropped again, don't let
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// it get cleaned up
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//
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@ -1494,6 +1494,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendFullUpdateToClient(IClientAPI remoteClient)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SOG]: Sending full update to client {0} for {1} {2}", remoteClient.Name, Name, LocalId);
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SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
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lock (m_parts)
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@ -1513,8 +1517,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="part"></param>
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internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
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{
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// m_log.DebugFormat(
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// "[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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if (IsAttachment)
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m_log.DebugFormat(
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"[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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if (m_rootPart.UUID == part.UUID)
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{
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@ -1994,7 +1999,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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{
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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if (IsAttachment)
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m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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RootPart.AddFullUpdateToAvatar(presence);
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@ -2026,7 +2032,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
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if (IsAttachment)
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m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
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checkAtTargets();
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RootPart.ScheduleFullUpdate();
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@ -1262,13 +1262,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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avatars[i].SceneViewer.QueuePartForUpdate(this);
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}
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AddFullUpdateToAvatar(avatars[i]);
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}
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public void AddFullUpdateToAvatar(ScenePresence presence)
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{
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if (IsAttachment)
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m_log.DebugFormat("AddFullUpdateToAllAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
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presence.SceneViewer.QueuePartForUpdate(this);
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}
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@ -1287,13 +1288,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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avatars[i].SceneViewer.QueuePartForUpdate(this);
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}
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AddTerseUpdateToAvatar(avatars[i]);
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}
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public void AddTerseUpdateToAvatar(ScenePresence presence)
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{
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if (IsAttachment)
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m_log.DebugFormat("AddTerseUpdateToAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
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presence.SceneViewer.QueuePartForUpdate(this);
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}
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@ -2727,7 +2729,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ScheduleFullUpdate()
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
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if (IsAttachment)
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m_log.DebugFormat("[SOP]: Scheduling full update for {0} {1}", Name, LocalId);
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if (m_parentGroup != null)
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{
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@ -2840,6 +2843,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending part full update to {0} for {1} {2}", remoteClient.Name, Name, LocalId);
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m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
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}
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@ -2848,6 +2855,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendFullUpdateToAllClients()
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending full update for {0} {1} for all clients", Name, LocalId);
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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@ -2859,6 +2870,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendFullUpdateToAllClientsExcept(UUID agentID)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending full update for {0} {1} to all clients except {2}", Name, LocalId, agentID);
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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@ -2965,6 +2980,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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{
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if (IsAttachment)
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m_log.DebugFormat("[SOP]: Sending scheduled full update for {0} {1}", Name, LocalId);
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AddFullUpdateToAllAvatars();
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ClearUpdateSchedule();
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}
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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@ -39,6 +40,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public class SceneViewer : ISceneViewer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected ScenePresence m_presence;
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protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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protected Queue<SceneObjectGroup> m_pendingObjects;
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@ -60,6 +63,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="part"></param>
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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if (part.IsAttachment)
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m_log.DebugFormat("[SCENE VIEWER]: Queueing part {0} {1} for update", part.Name, part.LocalId);
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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@ -134,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(AddFullUpdateToAvatar
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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@ -12,7 +12,7 @@
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<log4net>
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<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
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<layout type="log4net.Layout.PatternLayout">
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<conversionPattern value="%date{HH:mm:ss} - %message" />
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<conversionPattern value="%date{HH:mm:ss,fff} - %message" />
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</layout>
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</appender>
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