change locking on sop updates

0.9.0-post-fixes
UbitUmarov 2017-08-13 06:04:39 +01:00
parent e9b7971929
commit 82e2e1e00c
2 changed files with 190 additions and 173 deletions

View File

@ -657,6 +657,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if(!m_scene.IsRunning)
return sog;
if (root.KeyframeMotion != null)
root.KeyframeMotion.StartCrossingCheck();
@ -3018,12 +3021,13 @@ namespace OpenSim.Region.Framework.Scenes
// If we somehow got here to updating the SOG and its root part is not scheduled for update,
// check to see if the physical position or rotation warrant an update.
/*
if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
{
// rootpart SendScheduledUpdates will check if a update is needed
m_rootPart.UpdateFlag = UpdateRequired.TERSE;
}
*/
if (IsAttachment)
{
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);

View File

@ -238,12 +238,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public bool SoundQueueing { get; set; }
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse;
[XmlIgnore]
public Quaternion AttachRotation = Quaternion.Identity;
@ -1219,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
}
public UpdateRequired UpdateFlag { get; set; }
private object UpdateFlagLock = new object();
/// <summary>
/// Used for media on a prim.
@ -1641,8 +1636,10 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.SetMaterial((int)value);
}
if(ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdateIfNone();
ScheduleFullUpdate();
}
}
}
}
@ -1730,7 +1727,12 @@ namespace OpenSim.Region.Framework.Scenes
public byte PhysicsShapeType
{
get { return m_physicsShapeType; }
get
{
// if (PhysActor != null)
// m_physicsShapeType = PhysActor.PhysicsShapeType;
return m_physicsShapeType;
}
set
{
byte oldv = m_physicsShapeType;
@ -1781,10 +1783,12 @@ namespace OpenSim.Region.Framework.Scenes
{
m_density = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor;
if (pa != null)
@ -1802,10 +1806,11 @@ namespace OpenSim.Region.Framework.Scenes
{
m_gravitymod = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor;
if (pa != null)
@ -1823,10 +1828,11 @@ namespace OpenSim.Region.Framework.Scenes
{
m_friction = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor;
if (pa != null)
@ -1844,10 +1850,11 @@ namespace OpenSim.Region.Framework.Scenes
{
m_bounce = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor;
if (pa != null)
@ -1876,7 +1883,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ClearUpdateSchedule()
{
UpdateFlag = UpdateRequired.NONE;
lock(UpdateFlagLock)
UpdateFlag = UpdateRequired.NONE;
}
/// <summary>
@ -3239,17 +3247,6 @@ namespace OpenSim.Region.Framework.Scenes
APIDActive = false;
}
public void ScheduleFullUpdateIfNone()
{
if (ParentGroup == null)
return;
// ??? ParentGroup.HasGroupChanged = true;
if (UpdateFlag != UpdateRequired.FULL)
ScheduleFullUpdate();
}
/// <summary>
/// Schedules this prim for a full update
/// </summary>
@ -3260,30 +3257,21 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null)
return;
ParentGroup.QueueForUpdateCheck();
int timeNow = Util.UnixTimeSinceEpoch();
// If multiple updates are scheduled on the same second, we still need to perform all of them
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
// to be performed.
if (timeNow <= TimeStampFull)
lock(UpdateFlagLock)
{
TimeStampFull += 1;
ParentGroup.QueueForUpdateCheck(); // just in case
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
}
else
{
TimeStampFull = (uint)timeNow;
}
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
/// <summary>
@ -3304,21 +3292,23 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
if (UpdateFlag == UpdateRequired.NONE)
lock(UpdateFlagLock)
{
ParentGroup.HasGroupChanged = true;
ParentGroup.QueueForUpdateCheck();
if (UpdateFlag == UpdateRequired.NONE)
{
ParentGroup.HasGroupChanged = true;
ParentGroup.QueueForUpdateCheck();
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
UpdateFlag = UpdateRequired.TERSE;
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
// UUID, Name, TimeStampTerse);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
// UUID, Name, TimeStampTerse);
}
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
}
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
@ -3362,12 +3352,15 @@ namespace OpenSim.Region.Framework.Scenes
return;
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
lock(UpdateFlagLock)
{
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
@ -3381,12 +3374,15 @@ namespace OpenSim.Region.Framework.Scenes
return;
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
lock(UpdateFlagLock)
{
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
if (ParentGroup.IsAttachment)
{
@ -3442,108 +3438,118 @@ namespace OpenSim.Region.Framework.Scenes
/// Tell all the prims which have had updates scheduled
/// </summary>
public void SendScheduledUpdates()
{
switch (UpdateFlag)
{
UpdateRequired currentUpdate;
lock(UpdateFlagLock)
{
currentUpdate = UpdateFlag;
ClearUpdateSchedule();
}
switch (currentUpdate)
{
case UpdateRequired.NONE:
ClearUpdateSchedule();
break;
case UpdateRequired.TERSE:
ClearUpdateSchedule();
bool needupdate = true;
double now = Util.GetTimeStampMS();
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
while(true) // just to avoid ugly goto
lock(UpdateFlagLock)
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
double now = Util.GetTimeStampMS();
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
// velocity change is also direction not only norm)
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if (
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
while(true) // just to avoid ugly goto
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
// velocity change is also direction not only norm)
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if (
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if (vx < 1e-4 &&
vy < 1e-4 &&
vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
if (vx < 1e-4 &&
vy < 1e-4 &&
vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
break;
// viewer interpolators have a limit of 128m/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
ax < VELOCITY_TOLERANCE &&
ay < VELOCITY_TOLERANCE &&
az < VELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
needupdate = false;
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
break;
if(needupdate)
{
// viewer interpolators have a limit of 128m/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
ax < VELOCITY_TOLERANCE &&
ay < VELOCITY_TOLERANCE &&
az < VELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
needupdate = false;
break;
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = curvel;
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
}
}
if(needupdate)
{
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = curvel;
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
SendTerseUpdateToClient(client);
@ -3552,7 +3558,6 @@ namespace OpenSim.Region.Framework.Scenes
break;
case UpdateRequired.FULL:
ClearUpdateSchedule();
SendFullUpdateToAllClientsInternal();
break;
}
@ -3567,15 +3572,19 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.Scene == null)
return;
ClearUpdateSchedule();
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{
@ -3588,15 +3597,19 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.Scene == null)
return;
ClearUpdateSchedule();
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
if (ParentGroup.IsAttachment)
{