Removed calling of AddOrUpdateObjectBySynchronization from Scene and SceneGraph.

Removed Bucket Sync related code from SceneObjectGroup.
dsg
Huaiyu (Kitty) Liu 2011-05-11 16:23:31 -07:00
parent 4fc36b0748
commit 6c945ae38f
4 changed files with 0 additions and 153 deletions

View File

@ -1941,42 +1941,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg, string senderActorID)
{
string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
lock (m_stats) m_statSOGBucketIn++;
if (sog.IsDeleted)
{
SymmetricSyncMessage.HandleTrivial(LogHeader, msg, String.Format("Ignoring update on deleted object, UUID: {0}.", sog.UUID));
return;
}
else
{
Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
//if (added)
switch (updateResult)
{
case Scene.ObjectUpdateResult.New:
m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) added.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
break;
case Scene.ObjectUpdateResult.Updated:
m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) updated.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
break;
case Scene.ObjectUpdateResult.Error:
m_log.WarnFormat("[{0} Object \"{1}\" ({1}) ({2}) -- add or update ERROR.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
break;
case Scene.ObjectUpdateResult.Unchanged:
//m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) unchanged after receiving an update.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
break;
}
}
}
/// <summary>
/// Send out a sync message about the updated Terrain. If this is a relay node,
/// forward the sync message to all connectors except the one which initiated
@ -2152,27 +2116,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
UUID primUUID = data["primUUID"].AsUUID();
UUID itemID = data["itemID"].AsUUID();
/*
string sogXml = data["sog"].AsString();
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogXml);
SceneObjectPart part = null;
foreach (SceneObjectPart prim in sog.Parts)
{
if(prim.UUID.Equals(primID)){
part = prim;
break;
}
}
if(part == null)
{
m_log.Warn(LogHeader+": part "+primID+" not exist in the serialized object, do nothing");
return;
}
//Update the object first
Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
* */
SceneObjectPart localPart = m_scene.GetSceneObjectPart(primUUID);
if (localPart == null || localPart.ParentGroup.IsDeleted)
@ -2445,16 +2388,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//sog = new SceneObjectGroup(part);
return;
}
/*
//For simplicity, we just leverage a SOP's serialization method to transmit the information of new inventory item for the script).
//This can certainly be optimized later (e.g. only sending serialization of the inventory item)
OSDMap data = new OSDMap();
data["agentID"] = OSD.FromUUID(clientID);
data["primID"] = OSD.FromUUID(part.UUID);
data["itemID"] = OSD.FromUUID(itemID); //id of the new inventory item of the part
data["sog"] = OSD.FromString(SceneObjectSerializer.ToXml2Format(sog));
* */
HashSet<SceneObjectPartSyncProperties> updatedProperties = m_primSyncInfoManager.UpdatePrimSyncInfoByLocal(part,
new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.TaskInventory});

View File

@ -663,14 +663,6 @@ namespace OpenSim.Region.Framework.Scenes
return "";
}
//This function should only be called by an actor who's local Scene is just a cache of the authorative Scene.
//If the object already exists, use the new copy to replace it.
//Return true if added, false if just updated
public ObjectUpdateResult AddOrUpdateObjectBySynchronization(SceneObjectGroup sog)
{
return m_sceneGraph.AddOrUpdateObjectBySynchronization(sog);
}
public ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup sog)
{
return m_sceneGraph.UpdateObjectBySynchronization(sog);

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@ -2033,42 +2033,6 @@ namespace OpenSim.Region.Framework.Scenes
return updateResult;
}
public Scene.ObjectUpdateResult AddOrUpdateObjectBySynchronization(SceneObjectGroup updatedSog)
{
UUID sogID = updatedSog.UUID;
Scene.ObjectUpdateResult updateResult = Scene.ObjectUpdateResult.Unchanged;
if (Entities.ContainsKey(sogID))
{
//update the object
EntityBase entity = Entities[sogID];
if (entity is SceneObjectGroup)
{
SceneObjectGroup localSog = (SceneObjectGroup)entity;
updateResult = localSog.UpdateObjectGroupBySync(updatedSog);
}
else
{
m_log.WarnFormat("{0}: Entity with {1} iss not of type SceneObjectGroup: {2}",
"[SCENE GRAPH]", sogID, entity.GetType().ToString());
//return false;
updateResult = Scene.ObjectUpdateResult.Error;
}
}
else
{
//m_log.Debug(updatedSog.Name+" "+updatedSog.UUID+" not found in Entities list. Need to add");
AddNewSceneObjectBySync(updatedSog);
updateResult = Scene.ObjectUpdateResult.New;
}
//Debug
//m_log.Debug("after AddOrUpdateObjectBySynchronization");
//m_parentScene.DebugSceneObjectGroups();
return updateResult;
}
//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
public Scene.ObjectUpdateResult AddNewSceneObjectBySync(SceneObjectGroup sceneObject)

View File

@ -599,17 +599,6 @@ namespace OpenSim.Region.Framework.Scenes
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
// for the same object with very different properties. The caller must schedule the update.
//ScheduleGroupForFullUpdate();
//DSG SYNC
/*
if (m_scene.RegionSyncModule != null)
{
foreach (SceneObjectPart part in Parts)
{
part.InitializeBucketSyncInfo();
}
}
* */
}
public Vector3 GroupScale()
@ -3999,37 +3988,6 @@ namespace OpenSim.Region.Framework.Scenes
}
///////////////////////////////////////////////////////////////////////
// Bucket based sync
///////////////////////////////////////////////////////////////////////
public void BucketSyncInfoUpdate()
{
long timeStamp = DateTime.Now.Ticks;
string actorID = m_scene.GetSyncActorID();
foreach (SceneObjectPart part in Parts)
{
//part.SyncInfoUpdate(timeStamp, actorID);
part.UpdateAllBucketSyncInfo(timeStamp);
}
}
public void UpdateTaintedBucketSyncInfo(long timeStamp)
{
foreach (SceneObjectPart part in Parts)
{
part.UpdateTaintedBucketSyncInfo(timeStamp);
}
}
public void UpdateTaintedBucketSyncInfo(string bucketName, long timeStamp)
{
foreach (SceneObjectPart part in Parts)
{
part.UpdateTaintedBucketSyncInfo(bucketName, timeStamp);
}
}
///////////////////////////////////////////////////////////////////////
// Per SOP property based sync