Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
933bfd17f7
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@ -331,6 +331,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </value>
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protected HashSet<uint> m_killRecord;
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// protected HashSet<uint> m_attachmentsSent;
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private int m_moneyBalance;
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private int m_animationSequenceNumber = 1;
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private bool m_SendLogoutPacketWhenClosing = true;
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@ -427,6 +429,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
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m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
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m_killRecord = new HashSet<uint>();
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// m_attachmentsSent = new HashSet<uint>();
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m_assetService = m_scene.RequestModuleInterface<IAssetService>();
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m_hyperAssets = m_scene.RequestModuleInterface<IHyperAssetService>();
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@ -3411,6 +3414,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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objupdate.ObjectData[0] = CreateAvatarUpdateBlock(presence);
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OutPacket(objupdate, ThrottleOutPacketType.Task);
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// We need to record the avatar local id since the root prim of an attachment points to this.
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// m_attachmentsSent.Add(avatar.LocalId);
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}
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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@ -3466,7 +3472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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double priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
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}
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private void ProcessEntityUpdates(int maxUpdates)
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@ -3542,9 +3548,42 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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// string text = sop.Text;
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// if (text.IndexOf("\n") >= 0)
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// text = text.Remove(text.IndexOf("\n"));
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//
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// if (m_attachmentsSent.Contains(sop.ParentID))
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// {
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//// m_log.DebugFormat(
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//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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//// sop.LocalId, text);
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//
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// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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// m_attachmentsSent.Add(sop.LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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// sop.LocalId, text, sop.ParentID);
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//
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// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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// }
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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// }
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}
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}
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else if (!canUseImproved)
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{
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using log4net;
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using Nini.Config;
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@ -32,6 +32,15 @@ namespace OpenSim.Region.Framework.Scenes
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public class Prioritizer
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
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/// viewer before child prim updates.
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/// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
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/// being double. We do it both ways so that there is a still a priority delta even if the priority is already
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/// double.MinValue or double.MaxValue.
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/// </summary>
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private double m_childPrimAdjustmentFactor = 0.05;
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private Scene m_scene;
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@ -42,21 +51,50 @@ namespace OpenSim.Region.Framework.Scenes
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public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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{
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double priority = 0;
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switch (m_scene.UpdatePrioritizationScheme)
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{
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case UpdatePrioritizationSchemes.Time:
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return GetPriorityByTime();
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priority = GetPriorityByTime();
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break;
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case UpdatePrioritizationSchemes.Distance:
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return GetPriorityByDistance(client, entity);
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priority = GetPriorityByDistance(client, entity);
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break;
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case UpdatePrioritizationSchemes.SimpleAngularDistance:
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return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
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priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
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break;
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case UpdatePrioritizationSchemes.FrontBack:
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return GetPriorityByFrontBack(client, entity);
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priority = GetPriorityByFrontBack(client, entity);
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break;
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case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
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return GetPriorityByBestAvatarResponsiveness(client, entity);
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priority = GetPriorityByBestAvatarResponsiveness(client, entity);
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break;
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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break;
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}
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// Adjust priority so that root prims are sent to the viewer first. This is especially important for
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// attachments acting as huds, since current viewers fail to display hud child prims if their updates
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// arrive before the root one.
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if (entity is SceneObjectPart)
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{
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SceneObjectPart sop = ((SceneObjectPart)entity);
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if (sop.IsRoot)
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{
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if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
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priority -= m_childPrimAdjustmentFactor;
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}
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else
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{
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if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
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priority += m_childPrimAdjustmentFactor;
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}
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}
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return priority;
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}
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private double GetPriorityByTime()
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@ -2066,8 +2066,34 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.ScheduleGroupForFullUpdate();
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return sceneObject;
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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///
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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@ -2087,7 +2113,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
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return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
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}
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/// <summary>
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@ -2527,7 +2553,10 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
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sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
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AddRestoredSceneObject(sceneObject, false, false);
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// Don't sent a full update here because this will cause full updates to be sent twice for
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// attachments on region crossings, resulting in viewer glitches.
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AddRestoredSceneObject(sceneObject, false, false, false);
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// Handle attachment special case
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SceneObjectPart RootPrim = sceneObject.RootPart;
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@ -2554,12 +2583,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat(
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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if (AttachmentsModule != null)
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AttachmentsModule.AttachObject(
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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grp.SendGroupFullUpdate();
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//grp.SendGroupFullUpdate();
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}
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else
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{
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@ -222,11 +222,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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if (!alreadyPersisted)
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{
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@ -234,9 +238,9 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.HasGroupChanged = true;
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}
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return AddSceneObject(sceneObject, attachToBackup, true);
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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@ -2012,7 +2012,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
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if (IsAttachment)
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m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
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checkAtTargets();
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RootPart.ScheduleFullUpdate();
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@ -1171,44 +1171,42 @@
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[Groups]
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Enabled = false
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; This is the current groups stub in Region.CoreModules.Avatar.Groups
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; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
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; apply to the Flotsam/SimianGrid GroupsModule
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Module = Default
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; The PHP code for the server is available from the Flotsam project for you to deploy
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; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
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;
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; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
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; or from the SimianGrid project at http://code.google.com/p/openmetaverse
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;Module = GroupsModule
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; Enable Group Notices
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;NoticesEnabled = true
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;NoticesEnabled = true
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; This makes the Groups modules very chatty on the console.
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DebugEnabled = false
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; Specify which messaging module to use for groups messaging and if it's enabled
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;MessagingModule = GroupsMessagingModule
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;MessagingEnabled = true
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;MessagingEnabled = true
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; Service connector to Groups Service [Select One] ServicesConnectorModule
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; Simian Grid Service for Groups
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; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
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; SimianGrid Service for Groups
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;ServicesConnectorModule = SimianGroupsServicesConnector
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;GroupsServerURI = http://mygridserver.com:82/Grid/
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; XmlRpc Service Connector to the Flotsam XmlRpc Groups Service settings
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; Flotsam XmlRpc Service for Groups
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;ServicesConnectorModule = XmlRpcGroupsServicesConnector
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;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
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; XmlRpc Service Settings
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;XmlRpcServiceReadKey = 1234
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;XmlRpcServiceWriteKey = 1234
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; XmlRpc Security settings. These must match those set on your backend groups service.
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;XmlRpcServiceReadKey = 1234
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;XmlRpcServiceWriteKey = 1234
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; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
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; this is a work around fora problem discovered on some Windows based region servers.
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; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
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; System.Net.WebException: The request was aborted: The request was canceled.
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;
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; XmlRpcDisableKeepAlive = false
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