diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6f46a926e3..f0364db0c8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -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);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 0bf3c1d8f9..0370c41723 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -238,12 +238,6 @@ namespace OpenSim.Region.Framework.Scenes
///
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();
///
/// 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
///
public void ClearUpdateSchedule()
{
- UpdateFlag = UpdateRequired.NONE;
+ lock(UpdateFlagLock)
+ UpdateFlag = UpdateRequired.NONE;
}
///
@@ -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();
- }
-
///
/// Schedules this prim for a full update
///
@@ -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);
}
///
@@ -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
///
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)
{