Removed IScriptEngineToSceneConnectorModule interface.
Removed SendNewObject, SendDeleteObject, SendLinkObject, and SendDelinkObject that used Bucket Sync info.dsg
parent
ff5c86c90a
commit
7aaacbc4a6
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@ -391,7 +391,6 @@ namespace OpenSim
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//Add one more command handler for "sync start", to pass simulator-wise information to one valide Scene.
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//Add one more command handler for "sync start", to pass simulator-wise information to one valide Scene.
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//A trick to enable Script Engine to run scripts in several adjacent regions (all objects and their scripts
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//A trick to enable Script Engine to run scripts in several adjacent regions (all objects and their scripts
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//exisited in the valid region, but all regions have their Scene data structure up and hold the RegionInfo.
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//exisited in the valid region, but all regions have their Scene data structure up and hold the RegionInfo.
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//More details, see ScriptEngineToSceneConnector.cs.
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m_console.Commands.AddCommand("region", false, "sync start",
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m_console.Commands.AddCommand("region", false, "sync start",
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"sync start",
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"sync start",
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"start synchronization with the authoratative Scene", SyncStart);
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"start synchronization with the authoratative Scene", SyncStart);
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@ -47,7 +47,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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OpenSim.cs
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OpenSim.cs
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RegionSyncServerModule.cs
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RegionSyncServerModule.cs
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RegionSyncClientModule.cs
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RegionSyncClientModule.cs
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ScriptEngineToSceneConnectorModule.cs
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*/
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*/
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m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -341,148 +341,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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}
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}
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//Legacy SendNewObject and SendDeleteObject for Bucket based sync protocol
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/// <summary>
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/// Send a sync message to add the given object to other sync nodes.
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/// </summary>
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/// <param name="sog"></param>
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public void SendNewObject(SceneObjectGroup sog)
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{
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if (!IsSyncingWithOtherSyncNodes())
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{
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//no SyncConnector connected. Do nothing.
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return;
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}
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sog.BucketSyncInfoUpdate();
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SymmetricSyncMessage rsm = NewObjectMessageEncoder(sog);
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//SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
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//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
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SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, sog, rsm);
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}
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/// <summary>
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/// Send a sync message to remove the given objects in all connected actors.
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/// UUID is used for identified a removed object. This function now should
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/// only be triggered by an object removal that is initiated locally.
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/// </summary>
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/// <param name="sog"></param>
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//private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
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public void SendDeleteObject(SceneObjectGroup sog, bool softDelete)
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{
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if (!IsSyncingWithOtherSyncNodes())
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{
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//no SyncConnector connected. Do nothing.
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return;
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}
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//m_log.DebugFormat(LogHeader+"SendDeleteObject called for object {0}", sog.UUID);
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//Only send the message out if this is a relay node for sync messages, or this actor caused deleting the object
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//if (m_isSyncRelay || CheckObjectForSendingUpdate(sog))
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OSDMap data = new OSDMap();
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//data["regionHandle"] = OSD.FromULong(regionHandle);
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//data["localID"] = OSD.FromUInteger(sog.LocalId);
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data["UUID"] = OSD.FromUUID(sog.UUID);
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data["actorID"] = OSD.FromString(m_actorID);
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data["softDelete"] = OSD.FromBoolean(softDelete);
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.RemovedObject, OSDParser.SerializeJsonString(data));
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SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, sog, rsm);
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//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
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}
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public void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children)
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{
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if (children.Count == 0) return;
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if (!IsSyncingWithOtherSyncNodes())
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{
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//no SyncConnector connected. Do nothing.
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return;
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}
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//First, make sure the linked group has updated timestamp info for synchronization
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linkedGroup.BucketSyncInfoUpdate();
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OSDMap data = new OSDMap();
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string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
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data["linkedGroup"] = OSD.FromString(sogxml);
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data["rootID"] = OSD.FromUUID(root.UUID);
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data["partCount"] = OSD.FromInteger(children.Count);
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data["actorID"] = OSD.FromString(m_actorID);
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int partNum = 0;
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foreach (SceneObjectPart part in children)
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{
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string partTempID = "part" + partNum;
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data[partTempID] = OSD.FromUUID(part.UUID);
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partNum++;
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//m_log.DebugFormat("{0}: SendLinkObject to link {1},{2} with {3}, {4}", part.Name, part.UUID, root.Name, root.UUID);
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}
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data));
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SendSpecialObjectUpdateToRelevantSyncConnectors(m_actorID, linkedGroup, rsm);
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//SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, linkedGroup);
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}
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public void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups)
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{
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if (prims.Count==0 || beforeDelinkGroups.Count==0) return;
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if (!IsSyncingWithOtherSyncNodes())
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{
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//no SyncConnector connected. Do nothing.
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return;
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}
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OSDMap data = new OSDMap();
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data["partCount"] = OSD.FromInteger(prims.Count);
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int partNum = 0;
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foreach (SceneObjectPart part in prims)
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{
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string partTempID = "part" + partNum;
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data[partTempID] = OSD.FromUUID(part.UUID);
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partNum++;
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}
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//We also include the IDs of beforeDelinkGroups, for now it is more for sanity checking at the receiving end, so that the receiver
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//could make sure its delink starts with the same linking state of the groups/prims.
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data["beforeGroupsCount"] = OSD.FromInteger(beforeDelinkGroups.Count);
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int groupNum = 0;
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foreach (SceneObjectGroup affectedGroup in beforeDelinkGroups)
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{
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string groupTempID = "beforeGroup" + groupNum;
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data[groupTempID] = OSD.FromUUID(affectedGroup.UUID);
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groupNum++;
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}
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//include the property values of each object after delinking, for synchronizing the values
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data["afterGroupsCount"] = OSD.FromInteger(afterDelinkGroups.Count);
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groupNum = 0;
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foreach (SceneObjectGroup afterGroup in afterDelinkGroups)
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{
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string groupTempID = "afterGroup" + groupNum;
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string sogxml = SceneObjectSerializer.ToXml2Format(afterGroup);
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data[groupTempID] = OSD.FromString(sogxml);
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groupNum++;
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}
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//make sure the newly delinked objects have the updated timestamp information
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foreach (SceneObjectGroup sog in afterDelinkGroups)
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{
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sog.BucketSyncInfoUpdate();
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}
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.DelinkObject, OSDParser.SerializeJsonString(data));
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SendDelinkObjectToRelevantSyncConnectors(m_actorID, beforeDelinkGroups, rsm);
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}
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public void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs)
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public void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs)
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{
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{
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if (!IsSyncingWithOtherSyncNodes())
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if (!IsSyncingWithOtherSyncNodes())
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@ -78,10 +78,10 @@ namespace OpenSim.Region.Framework.Interfaces
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//Legacy calls in Bucket sync'ing
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//Legacy calls in Bucket sync'ing
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//The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector
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//The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector
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//void SendSceneUpdates();
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//void SendSceneUpdates();
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void SendNewObject(SceneObjectGroup sog);
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//void SendNewObject(SceneObjectGroup sog);
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void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
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//void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
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void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
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//void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
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void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
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//void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
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//New functions for per property sync'ing
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//New functions for per property sync'ing
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void SyncNewObject(SceneObjectGroup sog);
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void SyncNewObject(SceneObjectGroup sog);
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@ -1,53 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//KittyL: Added to support running script engine actor
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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//the interface for Scene to sync with Script Engine
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public interface IScriptEngineToSceneConnectorModule
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{
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bool Active { get; }
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bool Synced { get; }
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bool DebugWithViewer { get; }
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//void SendCoarseLocations();
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/// <summary>
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/// Update the property of prim with primID, where the prim is located at quark (LocX, LocY). The length of each quark is configurable.
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/// </summary>
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/// <param name="locX"></param>
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/// <param name="locY"></param>
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/// <param name="primID"></param>
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/// <param name="pName"></param>
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/// <param name="pValue"></param>
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void SendSetPrimProperties(uint locX, uint locY, UUID primID, string pName, object pValue);
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}
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}
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@ -327,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Scene does permission checking, asset creation and storing, then informs Script Engine to
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//Scene does permission checking, asset creation and storing, then informs Script Engine to
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//update the script.
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//update the script.
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////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////
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//Only should be called when this is the cached Scene of script engine (e.g. from ScriptEngineToSceneConnector)
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//Only should be called when this is the cached Scene of script engine
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public ArrayList OnUpdateScript(UUID avatarID, UUID itemID, UUID primID, bool isScriptRunning, UUID newAssetID)
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public ArrayList OnUpdateScript(UUID avatarID, UUID itemID, UUID primID, bool isScriptRunning, UUID newAssetID)
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{
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{
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ArrayList errors = new ArrayList();
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ArrayList errors = new ArrayList();
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@ -483,23 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_regionSyncMode = value; }
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set { m_regionSyncMode = value; }
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}
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}
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protected IScriptEngineToSceneConnectorModule m_scriptEngineToSceneConnectorModule;
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public IScriptEngineToSceneConnectorModule ScriptEngineToSceneConnectorModule
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{
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get { return m_scriptEngineToSceneConnectorModule; }
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set { m_scriptEngineToSceneConnectorModule = value; }
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}
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public bool IsSyncedScriptEngine()
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{
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return (m_scriptEngineToSceneConnectorModule != null && m_scriptEngineToSceneConnectorModule.Active && m_scriptEngineToSceneConnectorModule.Synced);
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}
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public bool ToScheduleFullUpdate()
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public bool ToScheduleFullUpdate()
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{
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{
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//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).
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//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).
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return (IsSyncedClient() || IsSyncedServer() || (IsSyncedScriptEngine() && m_scriptEngineToSceneConnectorModule.DebugWithViewer));
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return (IsSyncedClient() || IsSyncedServer());
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}
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}
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@ -1591,7 +1578,7 @@ namespace OpenSim.Region.Framework.Scenes
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//REGION SYNC
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//REGION SYNC
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RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
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RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
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RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
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RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
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ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
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//ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
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PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
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PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
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SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
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SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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@ -3705,7 +3705,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//Send out DelinkObject message to other actors to sychronize their object list
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//Send out DelinkObject message to other actors to sychronize their object list
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if (World.RegionSyncModule != null)
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if (World.RegionSyncModule != null)
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{
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{
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World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
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World.RegionSyncModule.SyncDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
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}
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}
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parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
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parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
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//end of DSG SYNC
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//end of DSG SYNC
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@ -3749,7 +3749,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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beforeDelinkGroups.Add(parentPrim);
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beforeDelinkGroups.Add(parentPrim);
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List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
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List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
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afterDelinkGroups.Add(childPrim.ParentGroup);
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afterDelinkGroups.Add(childPrim.ParentGroup);
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World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
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World.RegionSyncModule.SyncDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
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}
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}
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//end of DSG SYNC
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//end of DSG SYNC
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{
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{
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parts.Add(rootPart);
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parts.Add(rootPart);
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afterDelinkGroups.Add(rootPart.ParentGroup);
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afterDelinkGroups.Add(rootPart.ParentGroup);
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World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
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World.RegionSyncModule.SyncDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
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}
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}
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parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
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parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
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//end of DSG SYNC
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//end of DSG SYNC
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