Relocate functions within RegionSyncModule.cs: the IRegionSyncModule region now
only contains functions defined in IRegionSyncModule.dsg
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				|  | @ -30,7 +30,8 @@ namespace OpenSim.Framework | |||
| { | ||||
|     public class Constants | ||||
|     { | ||||
|         public const uint RegionSize = 256; | ||||
|         //public const uint RegionSize = 256; | ||||
|         public const uint RegionSize = 512; | ||||
|         public const byte TerrainPatchSize = 16; | ||||
|         public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f"; | ||||
| 
 | ||||
|  |  | |||
|  | @ -193,147 +193,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
|             get { return m_propertyBucketNames; } | ||||
|         } | ||||
| 
 | ||||
|         private RegionSyncListener m_localSyncListener = null; | ||||
|         private bool m_synced = false; | ||||
| 
 | ||||
|         // Lock is used to synchronize access to the update status and update queues | ||||
|         //private object m_updateSceneObjectPartLock = new object(); | ||||
|         //private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>(); | ||||
|         private Dictionary<string, Object> m_primUpdateLocks = new Dictionary<string, object>(); | ||||
|         private Dictionary<string, Dictionary<UUID, SceneObjectPart>> m_primUpdates = new Dictionary<string, Dictionary<UUID, SceneObjectPart>>(); | ||||
| 
 | ||||
|         private delegate void PrimUpdatePerBucketSender(string bucketName, List<SceneObjectPart> primUpdates); | ||||
|         private Dictionary<string,PrimUpdatePerBucketSender> m_primUpdatesPerBucketSender = new Dictionary<string,PrimUpdatePerBucketSender>(); | ||||
| 
 | ||||
|         private object m_updateScenePresenceLock = new object(); | ||||
|         private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>(); | ||||
|         private int m_sendingUpdates=0; | ||||
| 
 | ||||
|         private int m_maxNumOfPropertyBuckets;  | ||||
| 
 | ||||
|         //Read in configuration for which property-bucket each property belongs to, and the description of each bucket | ||||
|         private void PopulatePropertyBucketMap(IConfig config) | ||||
|         { | ||||
|             //We start with a default bucket map. Will add the code to read in configuration from config files later. | ||||
|             PopulatePropertyBuketMapByDefault(); | ||||
| 
 | ||||
|             //Pass the bucket information to SceneObjectPart. | ||||
|             SceneObjectPart.InitializePropertyBucketInfo(m_primPropertyBucketMap, m_propertyBucketNames, m_actorID); | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         //As of current version, we still use the xml serialization as most of SOP's properties are in the General bucket. | ||||
|         //Going forward, we may serialize the properties differently, e.g. using OSDMap  | ||||
|         private void PrimUpdatesGeneralBucketSender(string bucketName, List<SceneObjectPart> primUpdates) | ||||
|         { | ||||
|             Dictionary<UUID, SceneObjectGroup> updatedObjects = new Dictionary<UUID, SceneObjectGroup>(); | ||||
|             foreach (SceneObjectPart part in primUpdates) | ||||
|             { | ||||
|                 updatedObjects[part.ParentGroup.UUID] = part.ParentGroup; | ||||
|             } | ||||
|             foreach (SceneObjectGroup sog in updatedObjects.Values) | ||||
|             { | ||||
|                 sog.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); //this update the timestamp and clear the taint info of the bucket | ||||
|                 string sogxml = SceneObjectSerializer.ToXml2Format(sog); | ||||
|                 SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml); | ||||
|                 SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void PrimUpdatesPhysicsBucketSender(string bucketName, List<SceneObjectPart> primUpdates) | ||||
|         { | ||||
|             foreach (SceneObjectPart updatedPart in primUpdates) | ||||
|             { | ||||
|                 updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); | ||||
| 
 | ||||
|                 OSDMap data = new OSDMap(); | ||||
| 
 | ||||
|                 data["UUID"] = OSD.FromUUID(updatedPart.UUID); | ||||
|                 data["Bucket"] = OSD.FromString(bucketName); | ||||
|                  | ||||
|                 data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition); | ||||
|                 data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition); | ||||
|                 data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset); | ||||
|                 data["Velocity"] = OSD.FromVector3(updatedPart.Velocity); | ||||
|                 data["Scale"] = OSD.FromVector3(updatedPart.Scale); | ||||
|                 //Other properties to be included | ||||
|                 /* | ||||
|                 "Position": | ||||
|                 "Size": | ||||
|                 "Force": | ||||
|                 "RotationalVelocity": | ||||
|                 "PA_Acceleration": | ||||
|                 "Torque": | ||||
|                 "Orientation": | ||||
|                 "IsPhysical": | ||||
|                 "Flying": | ||||
|                 "Buoyancy": | ||||
|                  * */ | ||||
| 
 | ||||
|                 data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp); | ||||
|                 data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID); | ||||
| 
 | ||||
|                 SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data)); | ||||
|                 SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         //If nothing configured in the config file, this is the default settings for grouping properties into different bucket | ||||
|         private void PopulatePropertyBuketMapByDefault() | ||||
|         { | ||||
|             //by default, there are two property buckets: the "General" bucket and the "Physics" bucket. | ||||
|             string generalBucketName = "General"; | ||||
|             string physicsBucketName = "Physics"; | ||||
|             m_propertyBucketNames.Add(generalBucketName); | ||||
|             m_propertyBucketNames.Add(physicsBucketName); | ||||
|             m_maxNumOfPropertyBuckets = m_propertyBucketNames.Count; | ||||
| 
 | ||||
|             //Linking each bucket with the sender function that serializes the properties in the bucket and send out sync message | ||||
|             m_primUpdatesPerBucketSender.Add("General", PrimUpdatesGeneralBucketSender); | ||||
|             m_primUpdatesPerBucketSender.Add("Physics", PrimUpdatesPhysicsBucketSender); | ||||
| 
 | ||||
|             //Mapping properties to buckets. | ||||
|             foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties))) | ||||
|             { | ||||
|                 switch (property) | ||||
|                 { | ||||
|                     case SceneObjectPartProperties.GroupPosition: | ||||
|                     case SceneObjectPartProperties.OffsetPosition: | ||||
|                     case SceneObjectPartProperties.Scale: | ||||
|                     case SceneObjectPartProperties.Velocity: | ||||
|                     case SceneObjectPartProperties.AngularVelocity: | ||||
|                     case SceneObjectPartProperties.RotationOffset: | ||||
|                     case SceneObjectPartProperties.Position: | ||||
|                     case SceneObjectPartProperties.Size: | ||||
|                     case SceneObjectPartProperties.Force: | ||||
|                     case SceneObjectPartProperties.RotationalVelocity: | ||||
|                     case SceneObjectPartProperties.PA_Acceleration: | ||||
|                     case SceneObjectPartProperties.Torque: | ||||
|                     case SceneObjectPartProperties.Orientation: | ||||
|                     case SceneObjectPartProperties.IsPhysical: | ||||
|                     case SceneObjectPartProperties.Flying: | ||||
|                     case SceneObjectPartProperties.Buoyancy: | ||||
|                         m_primPropertyBucketMap.Add(property, physicsBucketName); | ||||
|                         break; | ||||
|                     default: | ||||
|                         //all other properties belong to the "General" bucket. | ||||
|                         m_primPropertyBucketMap.Add(property, generalBucketName); | ||||
|                         break; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             //create different lists to keep track which SOP has what properties updated (which bucket of properties) | ||||
|             foreach (string bucketName in m_propertyBucketNames) | ||||
|             { | ||||
|                 m_primUpdates.Add(bucketName, new Dictionary<UUID, SceneObjectPart>()); | ||||
|                 m_primUpdateLocks.Add(bucketName, new Object()); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private bool IsSyncingWithOtherActors() | ||||
|         { | ||||
|             return (m_syncConnectors.Count > 0); | ||||
|         } | ||||
| 
 | ||||
|         public void QueueSceneObjectPartForUpdate(SceneObjectPart part) | ||||
|         { | ||||
|  | @ -805,12 +664,154 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
| 
 | ||||
|         //Timers for periodically status report has not been implemented yet. | ||||
|         private System.Timers.Timer m_statsTimer = new System.Timers.Timer(1000); | ||||
| 
 | ||||
|         private RegionSyncListener m_localSyncListener = null; | ||||
|         private bool m_synced = false; | ||||
| 
 | ||||
|         // Lock is used to synchronize access to the update status and update queues | ||||
|         //private object m_updateSceneObjectPartLock = new object(); | ||||
|         //private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>(); | ||||
|         private Dictionary<string, Object> m_primUpdateLocks = new Dictionary<string, object>(); | ||||
|         private Dictionary<string, Dictionary<UUID, SceneObjectPart>> m_primUpdates = new Dictionary<string, Dictionary<UUID, SceneObjectPart>>(); | ||||
| 
 | ||||
|         private delegate void PrimUpdatePerBucketSender(string bucketName, List<SceneObjectPart> primUpdates); | ||||
|         private Dictionary<string, PrimUpdatePerBucketSender> m_primUpdatesPerBucketSender = new Dictionary<string, PrimUpdatePerBucketSender>(); | ||||
| 
 | ||||
|         private object m_updateScenePresenceLock = new object(); | ||||
|         private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>(); | ||||
|         private int m_sendingUpdates = 0; | ||||
| 
 | ||||
|         private int m_maxNumOfPropertyBuckets; | ||||
| 
 | ||||
|         private void StatsTimerElapsed(object source, System.Timers.ElapsedEventArgs e) | ||||
|         { | ||||
|             //TO BE IMPLEMENTED | ||||
|             m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented."); | ||||
|         } | ||||
| 
 | ||||
|         //Read in configuration for which property-bucket each property belongs to, and the description of each bucket | ||||
|         private void PopulatePropertyBucketMap(IConfig config) | ||||
|         { | ||||
|             //We start with a default bucket map. Will add the code to read in configuration from config files later. | ||||
|             PopulatePropertyBuketMapByDefault(); | ||||
| 
 | ||||
|             //Pass the bucket information to SceneObjectPart. | ||||
|             SceneObjectPart.InitializePropertyBucketInfo(m_primPropertyBucketMap, m_propertyBucketNames, m_actorID); | ||||
|         } | ||||
| 
 | ||||
|         //As of current version, we still use the xml serialization as most of SOP's properties are in the General bucket. | ||||
|         //Going forward, we may serialize the properties differently, e.g. using OSDMap  | ||||
|         private void PrimUpdatesGeneralBucketSender(string bucketName, List<SceneObjectPart> primUpdates) | ||||
|         { | ||||
|             Dictionary<UUID, SceneObjectGroup> updatedObjects = new Dictionary<UUID, SceneObjectGroup>(); | ||||
|             foreach (SceneObjectPart part in primUpdates) | ||||
|             { | ||||
|                 updatedObjects[part.ParentGroup.UUID] = part.ParentGroup; | ||||
|             } | ||||
|             foreach (SceneObjectGroup sog in updatedObjects.Values) | ||||
|             { | ||||
|                 sog.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); //this update the timestamp and clear the taint info of the bucket | ||||
|                 string sogxml = SceneObjectSerializer.ToXml2Format(sog); | ||||
|                 SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml); | ||||
|                 SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void PrimUpdatesPhysicsBucketSender(string bucketName, List<SceneObjectPart> primUpdates) | ||||
|         { | ||||
|             foreach (SceneObjectPart updatedPart in primUpdates) | ||||
|             { | ||||
|                 updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); | ||||
| 
 | ||||
|                 OSDMap data = new OSDMap(); | ||||
| 
 | ||||
|                 data["UUID"] = OSD.FromUUID(updatedPart.UUID); | ||||
|                 data["Bucket"] = OSD.FromString(bucketName); | ||||
| 
 | ||||
|                 data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition); | ||||
|                 data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition); | ||||
|                 data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset); | ||||
|                 data["Velocity"] = OSD.FromVector3(updatedPart.Velocity); | ||||
|                 data["Scale"] = OSD.FromVector3(updatedPart.Scale); | ||||
|                 //Other properties to be included | ||||
|                 /* | ||||
|                 "Position": | ||||
|                 "Size": | ||||
|                 "Force": | ||||
|                 "RotationalVelocity": | ||||
|                 "PA_Acceleration": | ||||
|                 "Torque": | ||||
|                 "Orientation": | ||||
|                 "IsPhysical": | ||||
|                 "Flying": | ||||
|                 "Buoyancy": | ||||
|                  * */ | ||||
| 
 | ||||
|                 data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp); | ||||
|                 data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID); | ||||
| 
 | ||||
|                 SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data)); | ||||
|                 SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         //If nothing configured in the config file, this is the default settings for grouping properties into different bucket | ||||
|         private void PopulatePropertyBuketMapByDefault() | ||||
|         { | ||||
|             //by default, there are two property buckets: the "General" bucket and the "Physics" bucket. | ||||
|             string generalBucketName = "General"; | ||||
|             string physicsBucketName = "Physics"; | ||||
|             m_propertyBucketNames.Add(generalBucketName); | ||||
|             m_propertyBucketNames.Add(physicsBucketName); | ||||
|             m_maxNumOfPropertyBuckets = m_propertyBucketNames.Count; | ||||
| 
 | ||||
|             //Linking each bucket with the sender function that serializes the properties in the bucket and send out sync message | ||||
|             m_primUpdatesPerBucketSender.Add("General", PrimUpdatesGeneralBucketSender); | ||||
|             m_primUpdatesPerBucketSender.Add("Physics", PrimUpdatesPhysicsBucketSender); | ||||
| 
 | ||||
|             //Mapping properties to buckets. | ||||
|             foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties))) | ||||
|             { | ||||
|                 switch (property) | ||||
|                 { | ||||
|                     case SceneObjectPartProperties.GroupPosition: | ||||
|                     case SceneObjectPartProperties.OffsetPosition: | ||||
|                     case SceneObjectPartProperties.Scale: | ||||
|                     case SceneObjectPartProperties.Velocity: | ||||
|                     case SceneObjectPartProperties.AngularVelocity: | ||||
|                     case SceneObjectPartProperties.RotationOffset: | ||||
|                     case SceneObjectPartProperties.Position: | ||||
|                     case SceneObjectPartProperties.Size: | ||||
|                     case SceneObjectPartProperties.Force: | ||||
|                     case SceneObjectPartProperties.RotationalVelocity: | ||||
|                     case SceneObjectPartProperties.PA_Acceleration: | ||||
|                     case SceneObjectPartProperties.Torque: | ||||
|                     case SceneObjectPartProperties.Orientation: | ||||
|                     case SceneObjectPartProperties.IsPhysical: | ||||
|                     case SceneObjectPartProperties.Flying: | ||||
|                     case SceneObjectPartProperties.Buoyancy: | ||||
|                         m_primPropertyBucketMap.Add(property, physicsBucketName); | ||||
|                         break; | ||||
|                     default: | ||||
|                         //all other properties belong to the "General" bucket. | ||||
|                         m_primPropertyBucketMap.Add(property, generalBucketName); | ||||
|                         break; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             //create different lists to keep track which SOP has what properties updated (which bucket of properties) | ||||
|             foreach (string bucketName in m_propertyBucketNames) | ||||
|             { | ||||
|                 m_primUpdates.Add(bucketName, new Dictionary<UUID, SceneObjectPart>()); | ||||
|                 m_primUpdateLocks.Add(bucketName, new Object()); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private bool IsSyncingWithOtherActors() | ||||
|         { | ||||
|             return (m_syncConnectors.Count > 0); | ||||
|         } | ||||
| 
 | ||||
|         //Object updates are sent by enqueuing into each connector's outQueue. | ||||
|         private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg) | ||||
|         { | ||||
|  |  | |||
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	 Huaiyu (Kitty) Liu
						Huaiyu (Kitty) Liu