Removed IScriptEngineToSceneConnectorModule interface.

Removed SendNewObject, SendDeleteObject, SendLinkObject, and SendDelinkObject that used Bucket Sync info.
dsg
Huaiyu (Kitty) Liu 2011-05-11 14:25:22 -07:00
parent ff5c86c90a
commit 7aaacbc4a6
8 changed files with 10 additions and 220 deletions

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@ -391,7 +391,6 @@ namespace OpenSim
//Add one more command handler for "sync start", to pass simulator-wise information to one valide Scene.
//A trick to enable Script Engine to run scripts in several adjacent regions (all objects and their scripts
//exisited in the valid region, but all regions have their Scene data structure up and hold the RegionInfo.
//More details, see ScriptEngineToSceneConnector.cs.
m_console.Commands.AddCommand("region", false, "sync start",
"sync start",
"start synchronization with the authoratative Scene", SyncStart);

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@ -47,7 +47,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
OpenSim.cs
RegionSyncServerModule.cs
RegionSyncClientModule.cs
ScriptEngineToSceneConnectorModule.cs
*/
m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

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@ -341,148 +341,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
//Legacy SendNewObject and SendDeleteObject for Bucket based sync protocol
/// <summary>
/// Send a sync message to add the given object to other sync nodes.
/// </summary>
/// <param name="sog"></param>
public void SendNewObject(SceneObjectGroup sog)
{
if (!IsSyncingWithOtherSyncNodes())
{
//no SyncConnector connected. Do nothing.
return;
}
sog.BucketSyncInfoUpdate();
SymmetricSyncMessage rsm = NewObjectMessageEncoder(sog);
//SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, sog, rsm);
}
/// <summary>
/// Send a sync message to remove the given objects in all connected actors.
/// UUID is used for identified a removed object. This function now should
/// only be triggered by an object removal that is initiated locally.
/// </summary>
/// <param name="sog"></param>
//private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog, bool softDelete)
{
if (!IsSyncingWithOtherSyncNodes())
{
//no SyncConnector connected. Do nothing.
return;
}
//m_log.DebugFormat(LogHeader+"SendDeleteObject called for object {0}", sog.UUID);
//Only send the message out if this is a relay node for sync messages, or this actor caused deleting the object
//if (m_isSyncRelay || CheckObjectForSendingUpdate(sog))
OSDMap data = new OSDMap();
//data["regionHandle"] = OSD.FromULong(regionHandle);
//data["localID"] = OSD.FromUInteger(sog.LocalId);
data["UUID"] = OSD.FromUUID(sog.UUID);
data["actorID"] = OSD.FromString(m_actorID);
data["softDelete"] = OSD.FromBoolean(softDelete);
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.RemovedObject, OSDParser.SerializeJsonString(data));
SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, sog, rsm);
//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
}
public void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children)
{
if (children.Count == 0) return;
if (!IsSyncingWithOtherSyncNodes())
{
//no SyncConnector connected. Do nothing.
return;
}
//First, make sure the linked group has updated timestamp info for synchronization
linkedGroup.BucketSyncInfoUpdate();
OSDMap data = new OSDMap();
string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
data["linkedGroup"] = OSD.FromString(sogxml);
data["rootID"] = OSD.FromUUID(root.UUID);
data["partCount"] = OSD.FromInteger(children.Count);
data["actorID"] = OSD.FromString(m_actorID);
int partNum = 0;
foreach (SceneObjectPart part in children)
{
string partTempID = "part" + partNum;
data[partTempID] = OSD.FromUUID(part.UUID);
partNum++;
//m_log.DebugFormat("{0}: SendLinkObject to link {1},{2} with {3}, {4}", part.Name, part.UUID, root.Name, root.UUID);
}
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data));
SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, linkedGroup, rsm);
//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, linkedGroup);
}
public void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups)
{
if (prims.Count==0 || beforeDelinkGroups.Count==0) return;
if (!IsSyncingWithOtherSyncNodes())
{
//no SyncConnector connected. Do nothing.
return;
}
OSDMap data = new OSDMap();
data["partCount"] = OSD.FromInteger(prims.Count);
int partNum = 0;
foreach (SceneObjectPart part in prims)
{
string partTempID = "part" + partNum;
data[partTempID] = OSD.FromUUID(part.UUID);
partNum++;
}
//We also include the IDs of beforeDelinkGroups, for now it is more for sanity checking at the receiving end, so that the receiver
//could make sure its delink starts with the same linking state of the groups/prims.
data["beforeGroupsCount"] = OSD.FromInteger(beforeDelinkGroups.Count);
int groupNum = 0;
foreach (SceneObjectGroup affectedGroup in beforeDelinkGroups)
{
string groupTempID = "beforeGroup" + groupNum;
data[groupTempID] = OSD.FromUUID(affectedGroup.UUID);
groupNum++;
}
//include the property values of each object after delinking, for synchronizing the values
data["afterGroupsCount"] = OSD.FromInteger(afterDelinkGroups.Count);
groupNum = 0;
foreach (SceneObjectGroup afterGroup in afterDelinkGroups)
{
string groupTempID = "afterGroup" + groupNum;
string sogxml = SceneObjectSerializer.ToXml2Format(afterGroup);
data[groupTempID] = OSD.FromString(sogxml);
groupNum++;
}
//make sure the newly delinked objects have the updated timestamp information
foreach (SceneObjectGroup sog in afterDelinkGroups)
{
sog.BucketSyncInfoUpdate();
}
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.DelinkObject, OSDParser.SerializeJsonString(data));
SendDelinkObjectToRelevantSyncConnectors(m_actorID, beforeDelinkGroups, rsm);
}
public void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs)
{
if (!IsSyncingWithOtherSyncNodes())

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@ -78,10 +78,10 @@ namespace OpenSim.Region.Framework.Interfaces
//Legacy calls in Bucket sync'ing
//The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector
//void SendSceneUpdates();
void SendNewObject(SceneObjectGroup sog);
void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
//void SendNewObject(SceneObjectGroup sog);
//void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
//void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
//void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
//New functions for per property sync'ing
void SyncNewObject(SceneObjectGroup sog);

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@ -1,53 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
//KittyL: Added to support running script engine actor
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
//the interface for Scene to sync with Script Engine
public interface IScriptEngineToSceneConnectorModule
{
bool Active { get; }
bool Synced { get; }
bool DebugWithViewer { get; }
//void SendCoarseLocations();
/// <summary>
/// Update the property of prim with primID, where the prim is located at quark (LocX, LocY). The length of each quark is configurable.
/// </summary>
/// <param name="locX"></param>
/// <param name="locY"></param>
/// <param name="primID"></param>
/// <param name="pName"></param>
/// <param name="pValue"></param>
void SendSetPrimProperties(uint locX, uint locY, UUID primID, string pName, object pValue);
}
}

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@ -327,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
//Scene does permission checking, asset creation and storing, then informs Script Engine to
//update the script.
////////////////////////////////////////////////////////////////////////////////////////////////
//Only should be called when this is the cached Scene of script engine (e.g. from ScriptEngineToSceneConnector)
//Only should be called when this is the cached Scene of script engine
public ArrayList OnUpdateScript(UUID avatarID, UUID itemID, UUID primID, bool isScriptRunning, UUID newAssetID)
{
ArrayList errors = new ArrayList();

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@ -483,23 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
set { m_regionSyncMode = value; }
}
protected IScriptEngineToSceneConnectorModule m_scriptEngineToSceneConnectorModule;
public IScriptEngineToSceneConnectorModule ScriptEngineToSceneConnectorModule
{
get { return m_scriptEngineToSceneConnectorModule; }
set { m_scriptEngineToSceneConnectorModule = value; }
}
public bool IsSyncedScriptEngine()
{
return (m_scriptEngineToSceneConnectorModule != null && m_scriptEngineToSceneConnectorModule.Active && m_scriptEngineToSceneConnectorModule.Synced);
}
public bool ToScheduleFullUpdate()
{
//Only Scene (SyncServer) or Client Manager (SyncClient) will schedule update to send to its client. Script Engine will not (its update should be sent to Scene).
return (IsSyncedClient() || IsSyncedServer() || (IsSyncedScriptEngine() && m_scriptEngineToSceneConnectorModule.DebugWithViewer));
return (IsSyncedClient() || IsSyncedServer());
}
@ -1591,7 +1578,7 @@ namespace OpenSim.Region.Framework.Scenes
//REGION SYNC
RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
//ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
//////////////////////////////////////////////////////////////////////

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@ -3705,7 +3705,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
//Send out DelinkObject message to other actors to sychronize their object list
if (World.RegionSyncModule != null)
{
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
World.RegionSyncModule.SyncDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
}
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of DSG SYNC
@ -3749,7 +3749,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
beforeDelinkGroups.Add(parentPrim);
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
afterDelinkGroups.Add(childPrim.ParentGroup);
World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
World.RegionSyncModule.SyncDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
}
//end of DSG SYNC
@ -3788,7 +3788,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
parts.Add(rootPart);
afterDelinkGroups.Add(rootPart.ParentGroup);
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
World.RegionSyncModule.SyncDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
}
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of DSG SYNC