Some changes to the sending of updates of SceneObjects to clients, that I did a few weeks ago but never committed (and never completely finished what I had planned).
parent
e7869d0666
commit
86e5f82cb1
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@ -189,7 +189,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_eventManager.OnPermissionError += SendPermissionAlert;
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QuadTree = new BasicQuadTreeNode(null, 0, 0, 256, 256);
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QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256);
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QuadTree.Subdivide();
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QuadTree.Subdivide();
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@ -11,6 +11,7 @@ using OpenSim.Framework.Utilities;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Environment.Types;
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namespace OpenSim.Region.Environment.Scenes
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{
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@ -681,15 +682,13 @@ namespace OpenSim.Region.Environment.Scenes
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].AddFullPart(this);
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// avatars[i].QueuePartForUpdate(this);
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avatars[i].QueuePartForUpdate(this);
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}
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}
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public void AddFullUpdateToAvatar(ScenePresence presence)
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{
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presence.AddFullPart(this);
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//presence.QueuePartForUpdate(this);
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presence.QueuePartForUpdate(this);
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}
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/// <summary>
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@ -745,15 +744,13 @@ namespace OpenSim.Region.Environment.Scenes
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].AddTersePart(this);
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// avatars[i].QueuePartForUpdate(this);
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avatars[i].QueuePartForUpdate(this);
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}
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}
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public void AddTerseUpdateToAvatar(ScenePresence presence)
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{
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presence.AddTersePart(this);
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// presence.QueuePartForUpdate(this);
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presence.QueuePartForUpdate(this);
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}
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/// <summary>
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@ -35,6 +35,7 @@ using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Environment.Types;
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namespace OpenSim.Region.Environment.Scenes
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{
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@ -89,11 +90,13 @@ namespace OpenSim.Region.Environment.Scenes
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//public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();
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// private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
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// private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
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// private string m_currentQuadNode = " ";
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private readonly Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
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private readonly Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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// private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
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//private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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#region Properties
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@ -277,53 +280,69 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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public void AddTersePart(SceneObjectPart part)
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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m_tersePartUpdates.Enqueue(part);
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}
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public void AddFullPart(SceneObjectPart part)
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{
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m_fullPartUpdates.Enqueue(part);
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//if (InterestList.Contains(part.ParentGroup))
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//{
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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}
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// }
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}
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public void SendPrimUpdates()
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{
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if (m_tersePartUpdates.Count > 0)
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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//{
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// this.UpdateQuadTreeNode();
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//this.RefreshQuadObject();
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//}
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if (m_partsUpdateQueue.Count > 0)
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{
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bool terse = true;
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int terseCount = 0;
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while (terse)
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bool runUpdate = true;
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int updateCount = 0;
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while (runUpdate)
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{
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SceneObjectPart part = m_tersePartUpdates.Dequeue();
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part.SendTerseUpdate(m_controllingClient);
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terseCount++;
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if ((m_tersePartUpdates.Count < 1) | (terseCount > 30))
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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if (m_updateTimes.ContainsKey(part.UUID))
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{
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terse = false;
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ScenePartUpdate update = m_updateTimes[part.UUID];
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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//need to do a full update
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part.SendFullUpdate(this.ControllingClient);
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update.LastFullUpdateTime = (uint)Util.UnixTimeSinceEpoch();
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updateCount++;
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}
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else if (update.LastTerseUpdateTime < part.TimeStampTerse)
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{
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part.SendTerseUpdate(this.ControllingClient);
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update.LastTerseUpdateTime = (uint)Util.UnixTimeSinceEpoch();
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updateCount++;
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}
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}
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}
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}
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if (m_fullPartUpdates.Count > 0)
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{
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bool full = true;
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int fullCount = 0;
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while (full)
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{
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SceneObjectPart part = m_fullPartUpdates.Dequeue();
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part.SendFullUpdate(m_controllingClient);
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fullCount++;
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if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
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else
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{
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full = false;
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//never been sent to client before so do full update
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part.SendFullUpdate(this.ControllingClient);
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ScenePartUpdate update = new ScenePartUpdate();
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update.FullID = part.UUID;
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update.LastFullUpdateTime = (uint)Util.UnixTimeSinceEpoch();
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m_updateTimes.Add(part.UUID, update);
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updateCount++;
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}
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if (m_partsUpdateQueue.Count < 1 | updateCount > 60)
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{
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runUpdate = false;
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}
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}
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}
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}
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#region Status Methods
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public void MakeAvatarPhysical(LLVector3 pos, bool isFlying)
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@ -901,6 +920,22 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public class ScenePartUpdate
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{
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public LLUUID FullID;
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public uint LastFullUpdateTime;
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public uint LastTerseUpdateTime;
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public ScenePartUpdate()
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{
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FullID = LLUUID.Zero;
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LastFullUpdateTime = 0;
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LastTerseUpdateTime = 0;
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}
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}
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public override void SetText(string text, Vector3 color, double alpha)
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{
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throw new Exception("Can't set Text on avatar.");
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@ -1,174 +1,230 @@
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using System.Collections.Generic;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Types
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{
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public class BasicQuadTreeNode
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{
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private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
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private BasicQuadTreeNode[] m_childNodes = null;
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private BasicQuadTreeNode m_parent = null;
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private short m_leftX;
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private short m_leftY;
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private short m_width;
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private short m_height;
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public BasicQuadTreeNode(BasicQuadTreeNode parent, short leftX, short leftY, short width, short height)
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{
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m_parent = parent;
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m_leftX = leftX;
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m_leftY = leftY;
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m_width = width;
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m_height = height;
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}
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public void AddObject(SceneObjectGroup obj)
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{
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if (m_childNodes == null)
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{
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if (!m_objects.Contains(obj))
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{
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m_objects.Add(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.X < (m_leftX + (m_width/2)))
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
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{
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m_childNodes[0].AddObject(obj);
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}
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else
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{
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m_childNodes[2].AddObject(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
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{
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m_childNodes[1].AddObject(obj);
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}
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else
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{
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m_childNodes[3].AddObject(obj);
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}
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}
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}
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}
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public void Subdivide()
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{
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if (m_childNodes == null)
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{
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m_childNodes = new BasicQuadTreeNode[4];
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m_childNodes[0] =
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new BasicQuadTreeNode(this, m_leftX, m_leftY, (short) (m_width/2), (short) (m_height/2));
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m_childNodes[1] =
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new BasicQuadTreeNode(this, (short) (m_leftX + (m_width/2)), m_leftY, (short) (m_width/2),
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(short) (m_height/2));
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m_childNodes[2] =
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new BasicQuadTreeNode(this, m_leftX, (short) (m_leftY + (m_height/2)), (short) (m_width/2),
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(short) (m_height/2));
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m_childNodes[3] =
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new BasicQuadTreeNode(this, (short) (m_leftX + (m_width/2)), (short) (m_height + (m_height/2)),
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(short) (m_width/2), (short) (m_height/2));
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}
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else
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{
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for (int i = 0; i < m_childNodes.Length; i++)
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{
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m_childNodes[i].Subdivide();
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}
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}
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}
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public List<SceneObjectGroup> GetObjectsFrom(int x, int y)
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{
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if (m_childNodes == null)
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{
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return m_objects;
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}
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else
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{
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if (x < (m_leftX + (m_width/2)))
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{
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if (y < (m_leftY + (m_height/2)))
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{
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return m_childNodes[0].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[2].GetObjectsFrom(x, y);
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}
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}
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else
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{
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if (y < (m_leftY + (m_height/2)))
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{
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return m_childNodes[1].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[3].GetObjectsFrom(x, y);
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}
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}
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}
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}
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public void Update()
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{
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if (m_childNodes != null)
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{
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for (int i = 0; i < 4; i++)
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{
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m_childNodes[i].Update();
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}
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}
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else
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{
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List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
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foreach (SceneObjectGroup group in m_objects)
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{
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if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
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((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
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{
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//still in bounds
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}
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else
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{
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outBounds.Add(group);
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}
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}
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foreach (SceneObjectGroup removee in outBounds)
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{
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m_objects.Remove(removee);
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if (m_parent != null)
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{
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m_parent.PassUp(removee);
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}
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}
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outBounds.Clear();
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}
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}
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public void PassUp(SceneObjectGroup group)
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{
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if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
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((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
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{
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AddObject(group);
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}
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else
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{
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if (m_parent != null)
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{
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m_parent.PassUp(group);
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}
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}
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}
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}
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using System.Collections.Generic;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Types
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{
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public class BasicQuadTreeNode
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{
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private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
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private BasicQuadTreeNode[] m_childNodes = null;
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private BasicQuadTreeNode m_parent = null;
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private short m_leftX;
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private short m_leftY;
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private short m_width;
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private short m_height;
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//private int m_quadNumber;
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private string m_quadID;
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public BasicQuadTreeNode(BasicQuadTreeNode parent, string quadID, short leftX, short leftY, short width, short height)
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{
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m_parent = parent;
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m_quadID = quadID;
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m_leftX = leftX;
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m_leftY = leftY;
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m_width = width;
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m_height = height;
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// Console.WriteLine("creating quadtree node " + m_quadID);
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}
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public void AddObject(SceneObjectGroup obj)
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{
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if (m_childNodes == null)
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{
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if (!m_objects.Contains(obj))
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{
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m_objects.Add(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.X < (m_leftX + (m_width / 2)))
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2)))
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{
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m_childNodes[0].AddObject(obj);
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}
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else
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{
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m_childNodes[2].AddObject(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2)))
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{
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m_childNodes[1].AddObject(obj);
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}
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else
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{
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m_childNodes[3].AddObject(obj);
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}
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}
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}
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}
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public void Subdivide()
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{
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if (m_childNodes == null)
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{
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m_childNodes = new BasicQuadTreeNode[4];
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m_childNodes[0] = new BasicQuadTreeNode(this, m_quadID + "1/", m_leftX, m_leftY, (short)(m_width / 2), (short)(m_height / 2));
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m_childNodes[1] = new BasicQuadTreeNode(this, m_quadID + "2/", (short)(m_leftX + (m_width / 2)), m_leftY, (short)(m_width / 2), (short)(m_height / 2));
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m_childNodes[2] = new BasicQuadTreeNode(this, m_quadID + "3/", m_leftX, (short)(m_leftY + (m_height / 2)), (short)(m_width / 2), (short)(m_height / 2));
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m_childNodes[3] = new BasicQuadTreeNode(this, m_quadID + "4/", (short)(m_leftX + (m_width / 2)), (short)(m_height + (m_height / 2)), (short)(m_width / 2), (short)(m_height / 2));
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}
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else
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{
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for (int i = 0; i < m_childNodes.Length; i++)
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{
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m_childNodes[i].Subdivide();
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}
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}
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}
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public List<SceneObjectGroup> GetObjectsFrom(float x, float y)
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{
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if (m_childNodes == null)
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{
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return new List<SceneObjectGroup>(m_objects);
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}
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else
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{
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if (x < m_leftX + (m_width / 2))
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{
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if (y < m_leftY + (m_height / 2))
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{
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return m_childNodes[0].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[2].GetObjectsFrom(x, y);
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}
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}
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else
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{
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if (y < m_leftY + (m_height / 2))
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{
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return m_childNodes[1].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[3].GetObjectsFrom(x, y);
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}
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}
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}
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}
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public List<SceneObjectGroup> GetObjectsFrom(string nodeName)
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{
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if (nodeName == m_quadID)
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{
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return new List<SceneObjectGroup>(m_objects);
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}
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else if (m_childNodes != null)
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{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
List<SceneObjectGroup> retVal;
|
||||
retVal = m_childNodes[i].GetObjectsFrom(nodeName);
|
||||
if (retVal != null)
|
||||
{
|
||||
return retVal;
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public string GetNodeID(float x, float y)
|
||||
{
|
||||
if (m_childNodes == null)
|
||||
{
|
||||
return m_quadID;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x < m_leftX + (m_width / 2))
|
||||
{
|
||||
if (y < m_leftY + (m_height / 2))
|
||||
{
|
||||
return m_childNodes[0].GetNodeID(x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_childNodes[2].GetNodeID(x, y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (y < m_leftY + (m_height / 2))
|
||||
{
|
||||
return m_childNodes[1].GetNodeID(x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_childNodes[3].GetNodeID(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (m_childNodes != null)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_childNodes[i].Update();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
|
||||
foreach (SceneObjectGroup group in m_objects)
|
||||
{
|
||||
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
|
||||
{
|
||||
//still in bounds
|
||||
}
|
||||
else
|
||||
{
|
||||
outBounds.Add(group);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectGroup removee in outBounds)
|
||||
{
|
||||
m_objects.Remove(removee);
|
||||
if (m_parent != null)
|
||||
{
|
||||
m_parent.PassUp(removee);
|
||||
}
|
||||
}
|
||||
outBounds.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void PassUp(SceneObjectGroup group)
|
||||
{
|
||||
if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
|
||||
{
|
||||
AddObject(group);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_parent != null)
|
||||
{
|
||||
m_parent.PassUp(group);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public string[] GetNeighbours(string nodeName)
|
||||
{
|
||||
string[] retVal = new string[1];
|
||||
retVal[0] = "";
|
||||
return retVal;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,51 +1,51 @@
|
|||
using System.Collections.Generic;
|
||||
using libsecondlife;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
|
||||
namespace OpenSim.Region.Environment.Types
|
||||
{
|
||||
public class UpdateQueue
|
||||
{
|
||||
private Queue<SceneObjectPart> m_queue;
|
||||
|
||||
private List<LLUUID> m_ids;
|
||||
|
||||
public int Count
|
||||
{
|
||||
get { return m_queue.Count; }
|
||||
}
|
||||
|
||||
public UpdateQueue()
|
||||
{
|
||||
m_queue = new Queue<SceneObjectPart>();
|
||||
m_ids = new List<LLUUID>();
|
||||
}
|
||||
|
||||
public void Enqueue(SceneObjectPart part)
|
||||
{
|
||||
lock (m_ids)
|
||||
{
|
||||
if (!m_ids.Contains(part.UUID))
|
||||
{
|
||||
m_ids.Add(part.UUID);
|
||||
m_queue.Enqueue(part);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public SceneObjectPart Dequeue()
|
||||
{
|
||||
SceneObjectPart part = null;
|
||||
if (m_queue.Count > 0)
|
||||
{
|
||||
part = m_queue.Dequeue();
|
||||
lock (m_ids)
|
||||
{
|
||||
m_ids.Remove(part.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
return part;
|
||||
}
|
||||
}
|
||||
using System.Collections.Generic;
|
||||
using libsecondlife;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
|
||||
namespace OpenSim.Region.Environment.Types
|
||||
{
|
||||
public class UpdateQueue
|
||||
{
|
||||
private Queue<SceneObjectPart> m_queue;
|
||||
|
||||
private List<LLUUID> m_ids;
|
||||
|
||||
public int Count
|
||||
{
|
||||
get { return m_queue.Count; }
|
||||
}
|
||||
|
||||
public UpdateQueue()
|
||||
{
|
||||
m_queue = new Queue<SceneObjectPart>();
|
||||
m_ids = new List<LLUUID>();
|
||||
}
|
||||
|
||||
public void Enqueue(SceneObjectPart part)
|
||||
{
|
||||
lock (m_ids)
|
||||
{
|
||||
if (!m_ids.Contains(part.UUID))
|
||||
{
|
||||
m_ids.Add(part.UUID);
|
||||
m_queue.Enqueue(part);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public SceneObjectPart Dequeue()
|
||||
{
|
||||
SceneObjectPart part = null;
|
||||
if (m_queue.Count > 0)
|
||||
{
|
||||
part = m_queue.Dequeue();
|
||||
lock (m_ids)
|
||||
{
|
||||
m_ids.Remove(part.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
return part;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue