No longer calling SyncInfoUpdate to update timestamp. Bucket based concurrency control now in place for a few physics properties
whose SetXXX() functions have been implemented in SceneObjectPart.dsg
parent
3cff68340f
commit
62a9e0b7c4
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@ -262,7 +262,22 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void QueueSceneObjectPartForUpdate(SceneObjectPart part)
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{
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//if the last update of the prim is caused by this actor itself, or if the actor is a relay node, then enqueue the update
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if (part.LastUpdateActorID.Equals(m_actorID) || m_isSyncRelay)
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//if (part.LastUpdateActorID.Equals(m_actorID) || m_isSyncRelay)
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bool updated = m_isSyncRelay;
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if (!updated)
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{
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foreach (KeyValuePair<string, BucketSyncInfo> pair in part.BucketSyncInfoList)
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{
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if (pair.Value.LastUpdateActorID.Equals(m_actorID))
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{
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updated = true;
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break;
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}
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}
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}
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if(updated)
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{
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lock (m_updateSceneObjectPartLock)
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{
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@ -273,10 +288,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void QueueScenePresenceForTerseUpdate(ScenePresence presence)
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{
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/*
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lock (m_updateScenePresenceLock)
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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* */
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}
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//SendSceneUpdates put each update into an outgoing queue of each SyncConnector
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@ -740,7 +757,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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/// <summary>
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/// Check if we need to send out an update message for the given object.
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/// Check if we need to send out an update message for the given object. For now, we have a very inefficient solution:
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/// If any synchronization bucket in any part shows a property in that bucket has changed, we'll serialize and ship the whole object.
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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@ -749,10 +767,20 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//If any part in the object has the last update caused by this actor itself, then send the update
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foreach (SceneObjectPart part in sog.Parts)
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{
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/*
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if (part.LastUpdateActorID.Equals(m_actorID))
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{
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return true;
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}
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* */
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foreach (KeyValuePair<string, BucketSyncInfo> pair in part.BucketSyncInfoList)
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{
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if (pair.Value.LastUpdateActorID.Equals(m_actorID))
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{
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return true;
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}
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}
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}
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return false;
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@ -840,7 +868,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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//Start symmetric synchronization initialization automatically
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//SyncStart(null);
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SyncStart(null);
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}
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private void StartLocalSyncListener()
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@ -1720,7 +1720,7 @@ namespace OpenSim.Region.Framework.Scenes
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* */
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if (RegionSyncModule != null)
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{
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part.SyncInfoUpdate();
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//part.SyncInfoUpdate();
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EventManager.TriggerNewScript(remoteClient.AgentId, part, copyID);
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}
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else
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@ -1798,7 +1798,7 @@ namespace OpenSim.Region.Framework.Scenes
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//part.ParentGroup.ResumeScripts();
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if (RegionSyncModule != null)
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{
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part.SyncInfoUpdate();
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//part.SyncInfoUpdate();
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EventManager.TriggerNewScript(remoteClient.AgentId, part, taskItem.ItemID);
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}
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else
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@ -2560,16 +2560,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
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//SYMMETRIC SYNC
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//Set the ActorID and TimeStamp info for this latest update
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/*
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foreach (SceneObjectPart part in group.Parts)
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{
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part.SyncInfoUpdate();
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}
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*
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* */
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//Propagate the RemovedObject message
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if (RegionSyncModule != null)
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{
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@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentScene.RegionSyncModule != null)
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{
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//Tell other actors to link the SceneObjectParts together as a new group.
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parentGroup.SyncInfoUpdate();
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//parentGroup.SyncInfoUpdate();
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m_parentScene.RegionSyncModule.SendLinkObject(parentGroup, root, children);
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}
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@ -1747,6 +1747,7 @@ namespace OpenSim.Region.Framework.Scenes
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//SYMMETRIC SYNC
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//set timestamp
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/*
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long timeStamp = DateTime.Now.Ticks;
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string actorID = m_parentScene.GetSyncActorID();
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foreach (SceneObjectGroup sog in afterDelinkGroups)
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@ -1756,6 +1757,7 @@ namespace OpenSim.Region.Framework.Scenes
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sog.SyncInfoUpdate(timeStamp, actorID); ;
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}
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}
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* */
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//Send out DelinkObject message to other actors to sychronize their object list
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m_parentScene.RegionSyncModule.SendDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
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@ -2065,7 +2067,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_numPrim += children.Length;
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//SYMMETRIC SYNC,
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sceneObject.AttachToScene(m_parentScene);
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//sceneObject.AttachToSceneBySync(m_parentScene);
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//end of SYMMETRIC SYNC,
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//SYMMETRIC SYNC,
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sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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@ -3868,6 +3868,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/*
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public void SyncInfoUpdate()
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{
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long timeStamp = DateTime.Now.Ticks;
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@ -3885,6 +3886,46 @@ namespace OpenSim.Region.Framework.Scenes
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part.SyncInfoUpdate(timeStamp, actorID);
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}
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}
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* */
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/// <summary>
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/// Attach this object to a scene after a new object is created due to receiving a sync message.
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/// Code similar to AttachToScene, except that this does not invoke InitializeBucketSyncInfo of each part,
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/// as that information is included in the incoming message.
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/// </summary>
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/// <param name="scene"></param>
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public void AttachToSceneBySync(Scene scene)
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{
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m_scene = scene;
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
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m_rootPart.ParentID = 0;
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if (m_rootPart.LocalId == 0)
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m_rootPart.LocalId = m_scene.AllocateLocalId();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (Object.ReferenceEquals(part, m_rootPart))
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continue;
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if (part.LocalId == 0)
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part.LocalId = m_scene.AllocateLocalId();
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part.ParentID = m_rootPart.LocalId;
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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ApplyPhysics(m_scene.m_physicalPrim);
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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//ScheduleGroupForFullUpdate();
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}
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#endregion
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}
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@ -121,11 +121,13 @@ namespace OpenSim.Region.Framework.Scenes
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public long LastUpdateTimeStamp
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{
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get { return m_lastUpdateTimeStamp; }
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set { m_lastUpdateTimeStamp = value; }
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}
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public string LastUpdateActorID
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{
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get { return m_lastUpdateActorID; }
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set { m_lastUpdateActorID = value; }
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}
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public string BucketName
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@ -3131,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes
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//SYMMETRIC SYNC
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//update information (timestamp, actorID, etc) needed for synchronization across copies of Scene
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SyncInfoUpdate();
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//SyncInfoUpdate();
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//end of SYMMETRIC SYNC
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}
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@ -3159,7 +3161,7 @@ namespace OpenSim.Region.Framework.Scenes
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//SYMMETRIC SYNC
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//update information (timestamp, actorID, etc) needed for synchronization across copies of Scene
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SyncInfoUpdate();
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//SyncInfoUpdate();
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//end of SYMMETRIC SYNC
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}
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@ -5158,6 +5160,7 @@ namespace OpenSim.Region.Framework.Scenes
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//The ID the identifies which actor has caused the most recent update to the prim.
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//We use type "string" for the ID only to make it human-readable.
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/*
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private string m_lastUpdateActorID="";
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public string LastUpdateActorID
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{
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@ -5170,6 +5173,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastUpdateTimeStamp = time;
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}
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public void SetLastUpdateActorID()
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{
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if (m_parentGroup != null)
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@ -5182,17 +5186,19 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private Object m_SyncInfoLock = new Object();
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public void SyncInfoUpdate(long timeStamp, string actorID)
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{
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//update timestamp and actorID atomically
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lock (m_SyncInfoLock)
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{
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UpdateTimestamp(timeStamp);
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m_lastUpdateActorID = actorID;
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}
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}
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}
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public void SyncInfoUpdate()
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{
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SyncInfoUpdate(DateTime.Now.Ticks, m_parentGroup.Scene.GetSyncActorID());
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}
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}
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* */
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//The list of each prim's properties. This is the list of properties that matter in synchronizing prim copies on different actors.
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//This list is created based on properties included in the serialization/deserialization process (see SceneObjectSerializer()) and the
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@ -5281,7 +5288,7 @@ namespace OpenSim.Region.Framework.Scenes
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/*
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private Object propertyUpdateLock = new Object();
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//!!!!!! -- TODO:
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@ -5410,6 +5417,8 @@ namespace OpenSim.Region.Framework.Scenes
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return partUpdateResult;
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}
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* */
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private bool UpdateCollisionSound(UUID updatedCollisionSound)
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@ -5424,8 +5433,12 @@ namespace OpenSim.Region.Framework.Scenes
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public string DebugObjectPartProperties()
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{
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string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId + ", lastUpdateActorID " + LastUpdateActorID + ", lastUpdateTimeStamp " + LastUpdateTimeStamp;
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string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId;
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debugMsg += ", parentID " + ParentID + ", parentUUID " + ParentUUID;
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foreach (KeyValuePair<string, BucketSyncInfo> pair in m_bucketSyncInfoList)
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{
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debugMsg += ", Bucket " + pair.Key + ": TimeStamp - " + pair.Value.LastUpdateTimeStamp + ", ActorID - " + pair.Value.LastUpdateActorID;
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}
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return debugMsg;
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}
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@ -5484,9 +5497,10 @@ namespace OpenSim.Region.Framework.Scenes
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private static string m_localActorID = "";
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//private static int m_bucketCount = 0;
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//private delegate void BucketUpdateProcessor(int bucketIndex);
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private delegate void BucketUpdateProcessor(string bucketName);
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private delegate void BucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName);
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private static Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
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//private static Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
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private Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
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public static void InitializeBucketInfo(Dictionary<string, string> propertyBucketMap, List<string> bucketNames, string actorID)
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{
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@ -5495,14 +5509,17 @@ namespace OpenSim.Region.Framework.Scenes
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m_localActorID = actorID;
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//m_bucketCount = bucketNames.Count;
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RegisterBucketUpdateProcessor();
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//RegisterBucketUpdateProcessor();
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}
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/// <summary>
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/// Link each bucket with the function that applies updates to properties in the bucket. This is the "hard-coded" part
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/// in the property-buckets implementation. When new buckets are implemented, the processing functions need to be modified accordingly.
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/// Link each bucket with the function that applies updates to properties in the bucket upon receiving sync messages.
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/// This is the "hard-coded" part in the property-buckets implementation. When new buckets are implemented,
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/// the processing functions need to be modified accordingly.
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/// </summary>
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private static void RegisterBucketUpdateProcessor()
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//private static void RegisterBucketUpdateProcessor()
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private void RegisterBucketUpdateProcessor()
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{
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foreach (string bucketName in m_propertyBucketNames)
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{
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@ -5521,19 +5538,42 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private static void GeneralBucketUpdateProcessor(string bucketName)
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private void GeneralBucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName)
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{
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lock (m_bucketUpdateLocks[bucketName])
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{
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m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp;
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m_bucketSyncInfoList[bucketName].LastUpdateActorID = updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID;
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}
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}
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private static void PhysicsBucketUpdateProcessor(string bucketName)
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private void PhysicsBucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName)
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{
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lock (m_bucketUpdateLocks[bucketName])
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{
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SetGroupPosition(updatedPart.GroupPosition);
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SetOffsetPosition(updatedPart.OffsetPosition);
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SetScale(updatedPart.Scale);
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SetVelocity(updatedPart.Velocity);
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SetAngularVelocity(updatedPart.AngularVelocity);
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SetRotationOffset(updatedPart.RotationOffset);
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//implementation in PhysicsActor
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/*
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"Position":
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"Size":
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"Force":
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"RotationalVelocity":
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"PA_Acceleration":
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"Torque":
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"Orientation":
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"IsPhysical":
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"Flying":
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"Buoyancy":
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* */
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m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp;
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m_bucketSyncInfoList[bucketName].LastUpdateActorID = updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID;
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}
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}
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@ -5556,19 +5596,22 @@ namespace OpenSim.Region.Framework.Scenes
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BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
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//If the object is created by de-serialization, then it already has m_bucketSyncInfoList populated with the right number of buckets
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if (m_bucketSyncInfoList.ContainsKey(bucketName))
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{
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m_bucketSyncInfoList[bucketName] = syncInfo;
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}
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else
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if (!m_bucketSyncInfoList.ContainsKey(bucketName))
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//if (m_bucketSyncInfoList.ContainsKey(bucketName))
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//{
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// m_bucketSyncInfoList[bucketName] = syncInfo;
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//}
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//else
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{
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m_bucketSyncInfoList.Add(bucketName, syncInfo);
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}
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if (!m_bucketSyncInfoList.ContainsKey(bucketName))
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if (!m_bucketUpdateLocks.ContainsKey(bucketName))
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{
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m_bucketUpdateLocks.Add(bucketName, new Object());
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}
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}
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RegisterBucketUpdateProcessor();
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}
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/// <summary>
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@ -5595,8 +5638,6 @@ namespace OpenSim.Region.Framework.Scenes
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/*
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public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart)
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{
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@ -5616,7 +5657,8 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Unchanged;
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for (int i=0; i<m_bucketCount; i++){
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for (int i = 0; i < m_propertyBucketNames.Count; i++)
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{
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string bucketName = m_propertyBucketNames[i];
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//First, compare the bucket's timestamp and actorID
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if (m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp > updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp)
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@ -5638,7 +5680,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Second, if need to update local properties, call each bucket's update process
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if (m_bucketUpdateProcessors.ContainsKey(bucketName))
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{
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m_bucketUpdateProcessors[bucketName](bucketName);
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m_bucketUpdateProcessors[bucketName](updatedPart, bucketName);
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partUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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else
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@ -5652,7 +5694,7 @@ namespace OpenSim.Region.Framework.Scenes
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return partUpdateResult;
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}
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*/
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//private void UpdateBucketProperties(string bucketDescription,
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#endregion
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@ -330,8 +330,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
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//SYMMETRIC SYNC
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m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
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//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
|
||||
m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
|
@ -703,6 +703,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
}
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
/*
|
||||
private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.LastUpdateTimeStamp = reader.ReadElementContentAsLong("LastUpdateTimeStamp", string.Empty);
|
||||
|
@ -712,6 +713,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
{
|
||||
obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty);
|
||||
}
|
||||
* */
|
||||
|
||||
public static void ProcessBucketSyncInfo(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
|
@ -1245,8 +1247,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
|
||||
writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
|
||||
//writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
|
||||
//writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
|
||||
WriteBucketSyncInfo(writer, sop.BucketSyncInfoList);
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
|
|
Loading…
Reference in New Issue