diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index a516a54ca4..66631b545e 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -331,6 +331,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// protected HashSet m_killRecord; +// protected HashSet m_attachmentsSent; + private int m_moneyBalance; private int m_animationSequenceNumber = 1; private bool m_SendLogoutPacketWhenClosing = true; @@ -427,6 +429,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); m_fullUpdateDataBlocksBuilder = new List(); m_killRecord = new HashSet(); +// m_attachmentsSent = new HashSet(); m_assetService = m_scene.RequestModuleInterface(); m_hyperAssets = m_scene.RequestModuleInterface(); @@ -3411,6 +3414,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP objupdate.ObjectData[0] = CreateAvatarUpdateBlock(presence); OutPacket(objupdate, ThrottleOutPacketType.Task); + + // We need to record the avatar local id since the root prim of an attachment points to this. +// m_attachmentsSent.Add(avatar.LocalId); } public void SendCoarseLocationUpdate(List users, List CoarseLocations) @@ -3466,7 +3472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP double priority = m_prioritizer.GetUpdatePriority(this, entity); lock (m_entityUpdates.SyncRoot) - m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId); + m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId); } private void ProcessEntityUpdates(int maxUpdates) @@ -3542,9 +3548,42 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!canUseImproved && !canUseCompressed) { if (update.Entity is ScenePresence) + { objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); + } else - objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); + { +// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) +// { +// SceneObjectPart sop = (SceneObjectPart)update.Entity; +// string text = sop.Text; +// if (text.IndexOf("\n") >= 0) +// text = text.Remove(text.IndexOf("\n")); +// +// if (m_attachmentsSent.Contains(sop.ParentID)) +// { +//// m_log.DebugFormat( +//// "[CLIENT]: Sending full info about attached prim {0} text {1}", +//// sop.LocalId, text); +// +// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); +// +// m_attachmentsSent.Add(sop.LocalId); +// } +// else +// { +// m_log.DebugFormat( +// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", +// sop.LocalId, text, sop.ParentID); +// +// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); +// } +// } +// else +// { + objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); +// } + } } else if (!canUseImproved) { diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 1eb0c286e8..4780cdd569 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections.Generic; using log4net; using Nini.Config; @@ -32,6 +32,15 @@ namespace OpenSim.Region.Framework.Scenes public class Prioritizer { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the + /// viewer before child prim updates. + /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up + /// being double. We do it both ways so that there is a still a priority delta even if the priority is already + /// double.MinValue or double.MaxValue. + /// + private double m_childPrimAdjustmentFactor = 0.05; private Scene m_scene; @@ -42,21 +51,50 @@ namespace OpenSim.Region.Framework.Scenes public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) { + double priority = 0; + switch (m_scene.UpdatePrioritizationScheme) { case UpdatePrioritizationSchemes.Time: - return GetPriorityByTime(); + priority = GetPriorityByTime(); + break; case UpdatePrioritizationSchemes.Distance: - return GetPriorityByDistance(client, entity); + priority = GetPriorityByDistance(client, entity); + break; case UpdatePrioritizationSchemes.SimpleAngularDistance: - return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance + priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance + break; case UpdatePrioritizationSchemes.FrontBack: - return GetPriorityByFrontBack(client, entity); + priority = GetPriorityByFrontBack(client, entity); + break; case UpdatePrioritizationSchemes.BestAvatarResponsiveness: - return GetPriorityByBestAvatarResponsiveness(client, entity); + priority = GetPriorityByBestAvatarResponsiveness(client, entity); + break; default: throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); + break; } + + // Adjust priority so that root prims are sent to the viewer first. This is especially important for + // attachments acting as huds, since current viewers fail to display hud child prims if their updates + // arrive before the root one. + if (entity is SceneObjectPart) + { + SceneObjectPart sop = ((SceneObjectPart)entity); + + if (sop.IsRoot) + { + if (priority >= double.MinValue + m_childPrimAdjustmentFactor) + priority -= m_childPrimAdjustmentFactor; + } + else + { + if (priority <= double.MaxValue - m_childPrimAdjustmentFactor) + priority += m_childPrimAdjustmentFactor; + } + } + + return priority; } private double GetPriorityByTime() diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 2544359570..4e90d09649 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2066,8 +2066,34 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.ScheduleGroupForFullUpdate(); return sceneObject; + } + + /// + /// Add an object into the scene that has come from storage + /// + /// + /// + /// + /// If true, changes to the object will be reflected in its persisted data + /// If false, the persisted data will not be changed even if the object in the scene is changed + /// + /// + /// If true, we won't persist this object until it changes + /// If false, we'll persist this object immediately + /// + /// + /// If true, we send updates to the client to tell it about this object + /// If false, we leave it up to the caller to do this + /// + /// + /// true if the object was added, false if an object with the same uuid was already in the scene + /// + public bool AddRestoredSceneObject( + SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) + { + return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); } - + /// /// Add an object into the scene that has come from storage /// @@ -2087,7 +2113,7 @@ namespace OpenSim.Region.Framework.Scenes public bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { - return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted); + return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true); } /// @@ -2527,7 +2553,10 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); sceneObject.RootPart.AddFlag(PrimFlags.Phantom); - AddRestoredSceneObject(sceneObject, false, false); + + // Don't sent a full update here because this will cause full updates to be sent twice for + // attachments on region crossings, resulting in viewer glitches. + AddRestoredSceneObject(sceneObject, false, false, false); // Handle attachment special case SceneObjectPart RootPrim = sceneObject.RootPart; @@ -2554,12 +2583,13 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat( "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); + RootPrim.RemFlag(PrimFlags.TemporaryOnRez); + if (AttachmentsModule != null) AttachmentsModule.AttachObject( sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false); - - RootPrim.RemFlag(PrimFlags.TemporaryOnRez); - grp.SendGroupFullUpdate(); + + //grp.SendGroupFullUpdate(); } else { diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index a02f614387..5902080880 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -222,11 +222,15 @@ namespace OpenSim.Region.Framework.Scenes /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately /// + /// + /// If true, we send updates to the client to tell it about this object + /// If false, we leave it up to the caller to do this + /// /// /// true if the object was added, false if an object with the same uuid was already in the scene /// protected internal bool AddRestoredSceneObject( - SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) + SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) { if (!alreadyPersisted) { @@ -234,9 +238,9 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.HasGroupChanged = true; } - return AddSceneObject(sceneObject, attachToBackup, true); + return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); } - + /// /// Add a newly created object to the scene. This will both update the scene, and send information about the /// new object to all clients interested in the scene. diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 837d3a2142..78c2566af6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -2012,7 +2012,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleGroupForFullUpdate() { -// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID); + if (IsAttachment) + m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); checkAtTargets(); RootPart.ScheduleFullUpdate(); diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 2a70e9668e..38febc2835 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -1171,44 +1171,42 @@ [Groups] Enabled = false - ; This is the current groups stub in Region.CoreModules.Avatar.Groups + ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really + ; apply to the Flotsam/SimianGrid GroupsModule Module = Default - ; The PHP code for the server is available from the Flotsam project for you to deploy - ; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/ - ; + ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/ + ; or from the SimianGrid project at http://code.google.com/p/openmetaverse ;Module = GroupsModule ; Enable Group Notices - ;NoticesEnabled = true + ;NoticesEnabled = true ; This makes the Groups modules very chatty on the console. DebugEnabled = false ; Specify which messaging module to use for groups messaging and if it's enabled ;MessagingModule = GroupsMessagingModule - ;MessagingEnabled = true + ;MessagingEnabled = true - ; Service connector to Groups Service [Select One] ServicesConnectorModule - - - ; Simian Grid Service for Groups + ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend + + ; SimianGrid Service for Groups ;ServicesConnectorModule = SimianGroupsServicesConnector ;GroupsServerURI = http://mygridserver.com:82/Grid/ - ; XmlRpc Service Connector to the Flotsam XmlRpc Groups Service settings + ; Flotsam XmlRpc Service for Groups ;ServicesConnectorModule = XmlRpcGroupsServicesConnector ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php - ; XmlRpc Service Settings - ;XmlRpcServiceReadKey = 1234 - ;XmlRpcServiceWriteKey = 1234 + ; XmlRpc Security settings. These must match those set on your backend groups service. + ;XmlRpcServiceReadKey = 1234 + ;XmlRpcServiceWriteKey = 1234 ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, ; this is a work around fora problem discovered on some Windows based region servers. ; Only disable keep alive if you see a large number (dozens) of the following Exceptions: ; System.Net.WebException: The request was aborted: The request was canceled. - ; ; XmlRpcDisableKeepAlive = false