[Potentially broken] keyframes changes.. since it's there, use timer for

crossing retries and not still another thread, etc...
avinationmerge
UbitUmarov 2012-08-29 00:35:06 +01:00
parent ef6e007a4c
commit 72ac0665b2
1 changed files with 165 additions and 115 deletions

View File

@ -53,9 +53,9 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 AngularVelocity;
};
private Vector3 m_serializedPosition;
private Vector3 m_basePosition;
private Quaternion m_baseRotation;
private Vector3 m_serializedPosition;
private Keyframe m_currentFrame;
@ -78,7 +78,13 @@ namespace OpenSim.Region.Framework.Scenes
// skip timer events.
//timer.stop doesn't assure there aren't event threads still being fired
[NonSerialized()]
private bool m_skipOnTimer;
private bool m_timerStopped;
[NonSerialized()]
private bool m_crossing;
[NonSerialized()]
private int m_crossFailcntr;
// retry position for cross fail
[NonSerialized()]
@ -107,6 +113,8 @@ namespace OpenSim.Region.Framework.Scenes
{
set
{
m_crossing = false;
m_crossFailcntr = 0;
if (!value)
{
// Once we're let go, recompute positions
@ -117,39 +125,58 @@ namespace OpenSim.Region.Framework.Scenes
{
// Save selection position in case we get moved
if (!m_selected)
{
StopTimer();
m_serializedPosition = m_group.AbsolutePosition;
}
}
m_selected = value;
}
}
private void StartTimer()
{
if (m_timer == null)
return;
m_timerStopped = false;
m_timer.Start();
}
private void StopTimer()
{
if (m_timer == null || m_timerStopped)
return;
m_timerStopped = true;
m_timer.Stop();
}
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
{
MemoryStream ms = new MemoryStream(data);
KeyframeMotion newMotion = null;
BinaryFormatter fmt = new BinaryFormatter();
try
{
MemoryStream ms = new MemoryStream(data);
BinaryFormatter fmt = new BinaryFormatter();
KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
newMotion = (KeyframeMotion)fmt.Deserialize(ms);
/*
* create timer in start()
* this was creating unneeded timers
newMotion.m_group = grp;
// This will be started when position is updated
if (grp != null && grp.IsSelected)
newMotion.m_selected = true;
newMotion.m_timer = new Timer();
newMotion.m_timer.Interval = (int)timerInterval;
newMotion.m_timer.AutoReset = true;
newMotion.m_timer.Elapsed += newMotion.OnTimer;
*/
newMotion.m_group = grp;
newMotion.m_onTimerLock = new object();
newMotion.m_timerStopped = false;
newMotion.m_inOnTimer = false;
newMotion.m_crossing = false;
newMotion.m_crossFailcntr = 0;
}
catch
{
newMotion = null;
}
if (grp != null && grp.IsSelected)
newMotion.m_selected = true;
newMotion.m_onTimerLock = new object();
newMotion.m_skipOnTimer = false;
newMotion.m_inOnTimer = false;
return newMotion;
}
@ -157,9 +184,9 @@ namespace OpenSim.Region.Framework.Scenes
{
// lock (m_onTimerLock)
{
m_skipOnTimer = true;
if (m_timer != null)
m_timer.Stop();
m_crossing = false;
m_crossFailcntr = 0;
StopTimer();
m_group = grp;
Vector3 grppos = grp.AbsolutePosition;
@ -172,14 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
m_currentFrame.Position += offset;
m_nextPosition += offset;
/*
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.Position += offset;
m_frames[i] = k;
}
*/
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
@ -202,11 +222,8 @@ namespace OpenSim.Region.Framework.Scenes
m_group = grp;
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
/*
m_timer.Interval = (int)timerInterval;
m_timer.AutoReset = true;
m_timer.Elapsed += OnTimer;
*/
m_crossing = false;
m_crossFailcntr = 0;
}
public void SetKeyframes(Keyframe[] frames)
@ -216,21 +233,23 @@ namespace OpenSim.Region.Framework.Scenes
public void Delete()
{
m_skipOnTimer = true;
m_running = false;
m_crossing = false;
m_crossFailcntr = 0;
StopTimer();
m_frames.Clear();
m_keyframes = null;
m_running = false;
if (m_timer == null)
return;
m_timer.Stop();
m_timer.Elapsed -= OnTimer;
m_timer = null;
}
public void Start()
{
m_crossing = false;
m_crossFailcntr = 0;
if (m_keyframes.Length > 0)
{
if (m_timer == null)
@ -241,19 +260,16 @@ namespace OpenSim.Region.Framework.Scenes
m_timer.Elapsed += OnTimer;
}
m_skipOnTimer = false;
m_inOnTimer = false;
m_timer.Start();
StartTimer();
m_running = true;
}
else
{
m_running = false;
m_skipOnTimer = true;
if (m_timer != null)
{
m_timer.Stop();
StopTimer();
m_timer.Elapsed -= OnTimer;
m_timer = null;
}
@ -262,13 +278,11 @@ namespace OpenSim.Region.Framework.Scenes
public void Stop()
{
m_skipOnTimer = true;
m_running = false;
m_crossing = false;
m_crossFailcntr = 0;
// Failed object creation
if (m_timer == null)
return;
m_timer.Stop();
StopTimer();
m_timer.Elapsed -= OnTimer;
m_timer = null;
@ -280,19 +294,17 @@ namespace OpenSim.Region.Framework.Scenes
m_group.SendGroupRootTerseUpdate();
m_frames.Clear();
m_running = false;
}
public void Pause()
{
m_skipOnTimer = true;
m_running = false;
m_crossFailcntr = 0;
StopTimer();
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
m_timer.Stop();
m_running = false;
}
private void GetNextList()
@ -325,9 +337,16 @@ namespace OpenSim.Region.Framework.Scenes
Keyframe k = m_keyframes[i];
if (k.Position.HasValue)
k.Position = (k.Position * direction) + pos;
{
k.Position = (k.Position * direction);
// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
k.Position += pos;
}
else
{
k.Position = pos;
// k.Velocity = Vector3.Zero;
}
k.StartRotation = rot;
if (k.Rotation.HasValue)
@ -341,6 +360,8 @@ namespace OpenSim.Region.Framework.Scenes
k.Rotation = rot;
}
/* ang vel not in use for now
float angle = 0;
float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
@ -370,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
}
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
*/
k.TimeTotal = k.TimeMS;
m_frames.Add(k);
@ -387,20 +409,56 @@ namespace OpenSim.Region.Framework.Scenes
protected void OnTimer(object sender, ElapsedEventArgs e)
{
if (m_inOnTimer)
if (m_timerStopped) // trap events still in air even after a timer.stop
return;
if (m_inOnTimer) // don't let overruns to happen
{
m_log.Error("[KeyFrame]: timer overrun");
m_log.Warn("[KeyFrame]: timer overrun");
return;
}
if (m_group == null)
return;
// lock (m_onTimerLock)
{
if (m_skipOnTimer)
return;
m_inOnTimer = true;
bool update = false;
try
{
if (m_selected)
{
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
m_inOnTimer = false;
return;
}
if (m_crossing)
{
// if crossing and timer running then cross failed
// wait some time then
// retry to set the position that evtually caused the outbound
// if still outside region this will call startCrossing below
m_crossing = false;
m_group.AbsolutePosition = m_nextPosition;
if (!m_crossing)
{
StopTimer();
m_timer.Interval = timerInterval;
StartTimer();
}
m_inOnTimer = false;
return;
}
if (m_frames.Count == 0)
{
GetNextList();
@ -413,41 +471,41 @@ namespace OpenSim.Region.Framework.Scenes
}
m_currentFrame = m_frames[0];
m_currentFrame.TimeMS += (int)timerInterval;
//force a update on a keyframe transition
update = true;
}
if (m_selected)
{
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
m_inOnTimer = false;
return;
}
m_currentFrame.TimeMS -= (int)timerInterval;
// Do the frame processing
double steps = (double)m_currentFrame.TimeMS / timerInterval;
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
if (steps <= 1.0)
if (steps <= 0.0)
{
m_currentFrame.TimeMS = 0;
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
// m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
m_nextPosition = (Vector3)m_currentFrame.Position;
m_group.AbsolutePosition = m_nextPosition;
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
m_frames.RemoveAt(0);
if (m_frames.Count > 0)
m_currentFrame = m_frames[0];
update = true;
}
else
{
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
Vector3 motionThisFrame = v / (float)steps;
v = v * 1000 / m_currentFrame.TimeMS;
bool update = false;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
{
// m_group.AbsolutePosition += motionThisFrame;
@ -463,8 +521,8 @@ namespace OpenSim.Region.Framework.Scenes
Quaternion current = m_group.GroupRotation;
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
float angle = 0;
/* use simpler change detection
* float angle = 0;
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
@ -493,6 +551,12 @@ namespace OpenSim.Region.Framework.Scenes
}
if (angle > 0.01f)
*/
if(Math.Abs(step.X -current.X) > 0.001f
|| Math.Abs(step.Y -current.Y) > 0.001f
|| Math.Abs(step.Z -current.Z) > 0.001f)
// assuming w is a dependente var
{
m_group.UpdateGroupRotationR(step);
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
@ -500,25 +564,22 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (update)
m_group.SendGroupRootTerseUpdate();
}
m_currentFrame.TimeMS -= (int)timerInterval;
if (m_currentFrame.TimeMS <= 0)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
if (update)
m_group.SendGroupRootTerseUpdate();
m_frames.RemoveAt(0);
if (m_frames.Count > 0)
m_currentFrame = m_frames[0];
}
}
catch ( Exception ex)
{
// still happening sometimes
// lets try to see what
m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
}
finally
{
// make sure we do not let this frozen
m_inOnTimer = false;
}
}
@ -528,10 +589,7 @@ namespace OpenSim.Region.Framework.Scenes
{
MemoryStream ms = new MemoryStream();
if (StopMoveTimer && m_timer != null)
{
m_skipOnTimer = true;
m_timer.Stop();
}
StopTimer();
// lock (m_onTimerLock)
{
@ -548,10 +606,9 @@ namespace OpenSim.Region.Framework.Scenes
public void StartCrossingCheck()
{
m_skipOnTimer = true;
if (m_timer != null)
m_timer.Stop();
StopTimer();
m_crossing = true;
// to remove / retune to smoth crossings
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
@ -561,24 +618,17 @@ namespace OpenSim.Region.Framework.Scenes
public void CrossingFailure()
{
// The serialization has stopped the timer, so let's wait a moment
// then retry the crossing. We'll get back here if it fails.
// if it is a open border there is no serialization
// so make sure timer is actually stopped
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
Util.FireAndForget(delegate (object x)
if (m_group != null)
{
Thread.Sleep(60000);
if (m_running)
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
if (m_running && m_timer != null)
{
m_skipOnTimer = false;
m_timer.Start();
m_group.AbsolutePosition = m_nextPosition;
m_timer.Interval = 60000;
StartTimer();
}
});
}
}
}
}