a few changes on check targets for lsl

0.9.1.1
UbitUmarov 2019-11-27 16:44:45 +00:00
parent b3db90db92
commit 5c5e4bd830
4 changed files with 119 additions and 130 deletions

View File

@ -410,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
private HashSet<UUID> m_groupsWithTargets = new HashSet<UUID>();
private string m_defaultScriptEngine;
@ -837,7 +837,8 @@ namespace OpenSim.Region.Framework.Scenes
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_lastAllocatedLocalId = (int)(random.NextDouble() * (uint.MaxValue / 4));
m_lastAllocatedIntId = (int)(random.NextDouble() * (int.MaxValue / 4));
m_authenticateHandler = authen;
m_sceneGridService = new SceneCommunicationService();
m_SimulationDataService = simDataService;
@ -1633,7 +1634,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
otherMS = agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
try
{
@ -1713,6 +1714,10 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_objects == 0)
m_sceneGraph.UpdateObjectGroups();
tmpMS2 = Util.GetTimeStampMS();
otherMS = (float)(tmpMS2 - tmpMS);
tmpMS = tmpMS2;
// Run through all ScenePresences looking for updates
// Presence updates and queued object updates for each presence are sent to clients
if (Frame % m_update_presences == 0)
@ -1828,7 +1833,7 @@ namespace OpenSim.Region.Framework.Scenes
m_firstHeartbeat = false;
Watchdog.UpdateThread();
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
otherMS += tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
tmpMS = Util.GetTimeStampMS();
@ -1912,7 +1917,7 @@ namespace OpenSim.Region.Framework.Scenes
public void AddGroupTarget(SceneObjectGroup grp)
{
lock (m_groupsWithTargets)
m_groupsWithTargets[grp.UUID] = 0;
m_groupsWithTargets.Add(grp.UUID);
}
public void RemoveGroupTarget(SceneObjectGroup grp)
@ -1928,13 +1933,14 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_groupsWithTargets)
{
if (m_groupsWithTargets.Count != 0)
objs = new List<UUID>(m_groupsWithTargets.Keys);
objs = new List<UUID>(m_groupsWithTargets);
}
if (objs != null)
{
foreach (UUID entry in objs)
for(int i = 0; i< objs.Count; ++i)
{
UUID entry = objs[i];
SceneObjectGroup grp = GetSceneObjectGroup(entry);
if (grp == null)
m_groupsWithTargets.Remove(entry);

View File

@ -105,9 +105,8 @@ namespace OpenSim.Region.Framework.Scenes
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispensed.
/// </summary>
protected uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
protected int m_lastAllocatedLocalId = 720000;
protected int m_lastAllocatedIntId = 7200;
protected readonly ClientManager m_clientManager = new ClientManager();
@ -299,15 +298,16 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>A brand new local ID</returns>
public uint AllocateLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
return (uint)Interlocked.Increment(ref m_lastAllocatedLocalId);
}
public int AllocateIntId()
{
return Interlocked.Increment(ref m_lastAllocatedLocalId);
}
#region Module Methods
/// <summary>

View File

@ -87,14 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
{
public Vector3 targetPos;
public float tolerance;
public uint handle;
public int handle;
}
public struct scriptRotTarget
{
public Quaternion targetRot;
public float tolerance;
public uint handle;
public int handle;
}
public delegate void PrimCountTaintedDelegate();
@ -357,15 +357,15 @@ namespace OpenSim.Region.Framework.Scenes
protected SceneObjectPart m_rootPart;
// private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
private SortedDictionary<int, scriptPosTarget> m_targets = new SortedDictionary<int, scriptPosTarget>();
private SortedDictionary<int, scriptRotTarget> m_rotTargets = new SortedDictionary<int, scriptRotTarget>();
public SortedDictionary<uint, scriptPosTarget> AtTargets
public SortedDictionary<int, scriptPosTarget> AtTargets
{
get { return m_targets; }
}
public SortedDictionary<uint, scriptRotTarget> RotTargets
public SortedDictionary<int, scriptRotTarget> RotTargets
{
get { return m_rotTargets; }
}
@ -2906,7 +2906,6 @@ namespace OpenSim.Region.Framework.Scenes
{
// if (IsAttachment)
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
checkAtTargets();
if (Scene.GetNumberOfClients() == 0)
return;
@ -2925,8 +2924,6 @@ namespace OpenSim.Region.Framework.Scenes
{
// if (IsAttachment)
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
checkAtTargets();
if (Scene.GetNumberOfClients() == 0)
return;
@ -4809,7 +4806,7 @@ namespace OpenSim.Region.Framework.Scenes
scriptRotTarget waypoint = new scriptRotTarget();
waypoint.targetRot = target;
waypoint.tolerance = tolerance;
uint handle = m_scene.AllocateLocalId();
int handle = m_scene.AllocateIntId();
waypoint.handle = handle;
lock (m_rotTargets)
{
@ -4818,14 +4815,14 @@ namespace OpenSim.Region.Framework.Scenes
m_rotTargets.Add(handle, waypoint);
}
m_scene.AddGroupTarget(this);
return (int)handle;
return handle;
}
public void unregisterRotTargetWaypoint(int handle)
{
lock (m_targets)
{
m_rotTargets.Remove((uint)handle);
m_rotTargets.Remove(handle);
if (m_targets.Count == 0)
m_scene.RemoveGroupTarget(this);
}
@ -4836,7 +4833,7 @@ namespace OpenSim.Region.Framework.Scenes
scriptPosTarget waypoint = new scriptPosTarget();
waypoint.targetPos = target;
waypoint.tolerance = tolerance;
uint handle = m_scene.AllocateLocalId();
int handle = m_scene.AllocateIntId();
waypoint.handle = handle;
lock (m_targets)
{
@ -4852,7 +4849,7 @@ namespace OpenSim.Region.Framework.Scenes
{
lock (m_targets)
{
m_targets.Remove((uint)handle);
m_targets.Remove(handle);
if (m_targets.Count == 0)
m_scene.RemoveGroupTarget(this);
}
@ -4860,31 +4857,32 @@ namespace OpenSim.Region.Framework.Scenes
public void checkAtTargets()
{
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
if (m_targets.Count > 0 && (m_scriptListens_atTarget || m_scriptListens_notAtTarget))
{
if (m_targets.Count > 0)
{
bool at_target = false;
//Vector3 targetPos;
//uint targetHandle;
Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>();
bool not_target = true;
List<scriptPosTarget> atTargets = new List<scriptPosTarget>(m_targets.Count);
lock (m_targets)
{
foreach (uint idx in m_targets.Keys)
{
scriptPosTarget target = m_targets[idx];
if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance)
{
at_target = true;
// trigger at_target
if (m_scriptListens_atTarget)
{
scriptPosTarget att = new scriptPosTarget();
att.targetPos = target.targetPos;
att.tolerance = target.tolerance;
att.handle = target.handle;
atTargets.Add(idx, att);
foreach (scriptPosTarget target in m_targets.Values)
{
if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance)
{
not_target = false;
atTargets.Add(target);
}
}
}
else
{
foreach (scriptPosTarget target in m_targets.Values)
{
if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance)
{
not_target = false;
break;
}
}
}
@ -4893,69 +4891,66 @@ namespace OpenSim.Region.Framework.Scenes
if (atTargets.Count > 0)
{
SceneObjectPart[] parts = m_parts.GetArray();
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
for (int ctr = 0; ctr < localids.Length; ctr++)
for (int ctr = 0; ctr < parts.Length; ++ctr)
{
foreach (uint target in atTargets.Keys)
uint pid = parts[ctr].LocalId;
for(int target = 0; target < atTargets.Count; ++target)
{
scriptPosTarget att = atTargets[target];
m_scene.EventManager.TriggerAtTargetEvent(
localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
pid, (uint)att.handle, att.targetPos, m_rootPart.GroupPosition);
}
}
}
return;
}
if (m_scriptListens_notAtTarget && !at_target)
if (not_target && m_scriptListens_notAtTarget)
{
//trigger not_at_target
SceneObjectPart[] parts = m_parts.GetArray();
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
for (int ctr = 0; ctr < parts.Length; ctr++)
{
m_scene.EventManager.TriggerNotAtTargetEvent(parts[ctr].LocalId);
}
}
}
for (int ctr = 0; ctr < localids.Length; ctr++)
if (m_rotTargets.Count > 0 && (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget))
{
m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
}
}
}
}
if (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget)
{
if (m_rotTargets.Count > 0)
{
bool at_Rottarget = false;
Dictionary<uint, scriptRotTarget> atRotTargets = new Dictionary<uint, scriptRotTarget>();
bool not_Rottarget = true;
List<scriptRotTarget> atRotTargets = new List<scriptRotTarget>(m_rotTargets.Count);
lock (m_rotTargets)
{
foreach (uint idx in m_rotTargets.Keys)
if (m_scriptListens_atRotTarget)
{
scriptRotTarget target = m_rotTargets[idx];
double angle
= Math.Acos(
target.targetRot.X * m_rootPart.RotationOffset.X
+ target.targetRot.Y * m_rootPart.RotationOffset.Y
+ target.targetRot.Z * m_rootPart.RotationOffset.Z
+ target.targetRot.W * m_rootPart.RotationOffset.W)
* 2;
if (angle < 0) angle = -angle;
if (angle > Math.PI) angle = (Math.PI * 2 - angle);
foreach (scriptRotTarget target in m_rotTargets.Values)
{
double angle = 2 * Math.Acos(Quaternion.Dot(target.targetRot, m_rootPart.RotationOffset));
if (angle < 0)
angle = -angle;
if (angle > Math.PI)
angle = (2 * Math.PI - angle);
if (angle <= target.tolerance)
{
// trigger at_rot_target
if (m_scriptListens_atRotTarget)
not_Rottarget = false;
atRotTargets.Add(target);
}
}
}
else
{
at_Rottarget = true;
scriptRotTarget att = new scriptRotTarget();
att.targetRot = target.targetRot;
att.tolerance = target.tolerance;
att.handle = target.handle;
atRotTargets.Add(idx, att);
foreach (scriptRotTarget target in m_rotTargets.Values)
{
double angle = 2 * Math.Acos(Quaternion.Dot(target.targetRot, m_rootPart.RotationOffset));
if (angle < 0)
angle = -angle;
if (angle > Math.PI)
angle = (2 * Math.PI - angle);
if (angle <= target.tolerance)
{
not_Rottarget = false;
break;
}
}
}
@ -4964,36 +4959,24 @@ namespace OpenSim.Region.Framework.Scenes
if (atRotTargets.Count > 0)
{
SceneObjectPart[] parts = m_parts.GetArray();
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
for (int ctr = 0; ctr < localids.Length; ctr++)
for (int ctr = 0; ctr < parts.Length; ++ctr)
{
foreach (uint target in atRotTargets.Keys)
uint pid = parts[ctr].LocalId;
for (int target = 0; target < atRotTargets.Count; ++target)
{
scriptRotTarget att = atRotTargets[target];
m_scene.EventManager.TriggerAtRotTargetEvent(
localids[ctr], att.handle, att.targetRot, m_rootPart.RotationOffset);
pid, (uint)att.handle, att.targetRot, m_rootPart.RotationOffset);
}
}
}
return;
}
if (m_scriptListens_notAtRotTarget && !at_Rottarget)
if (not_Rottarget && m_scriptListens_notAtRotTarget)
{
//trigger not_at_target
SceneObjectPart[] parts = m_parts.GetArray();
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
for (int ctr = 0; ctr < localids.Length; ctr++)
{
m_scene.EventManager.TriggerNotAtRotTargetEvent(localids[ctr]);
}
}
for (int ctr = 0; ctr < parts.Length; ++ctr)
m_scene.EventManager.TriggerNotAtRotTargetEvent(parts[ctr].LocalId);
}
}
}

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@ -3344,7 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
private const float VELOCITY_TOLERANCE = 0.1f;
private const float ANGVELOCITY_TOLERANCE = 0.005f;
private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
private const double TIME_MS_TOLERANCE = 250.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
{