Relocate functions within RegionSyncModule.cs: the IRegionSyncModule region now
only contains functions defined in IRegionSyncModule.dsg
parent
513ca97eb0
commit
9d613a20c0
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@ -30,7 +30,8 @@ namespace OpenSim.Framework
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{
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public class Constants
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{
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public const uint RegionSize = 256;
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//public const uint RegionSize = 256;
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public const uint RegionSize = 512;
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public const byte TerrainPatchSize = 16;
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public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";
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@ -193,147 +193,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return m_propertyBucketNames; }
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}
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private RegionSyncListener m_localSyncListener = null;
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private bool m_synced = false;
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// Lock is used to synchronize access to the update status and update queues
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//private object m_updateSceneObjectPartLock = new object();
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//private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>();
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private Dictionary<string, Object> m_primUpdateLocks = new Dictionary<string, object>();
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private Dictionary<string, Dictionary<UUID, SceneObjectPart>> m_primUpdates = new Dictionary<string, Dictionary<UUID, SceneObjectPart>>();
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private delegate void PrimUpdatePerBucketSender(string bucketName, List<SceneObjectPart> primUpdates);
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private Dictionary<string,PrimUpdatePerBucketSender> m_primUpdatesPerBucketSender = new Dictionary<string,PrimUpdatePerBucketSender>();
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private object m_updateScenePresenceLock = new object();
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private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
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private int m_sendingUpdates=0;
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private int m_maxNumOfPropertyBuckets;
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//Read in configuration for which property-bucket each property belongs to, and the description of each bucket
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private void PopulatePropertyBucketMap(IConfig config)
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{
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//We start with a default bucket map. Will add the code to read in configuration from config files later.
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PopulatePropertyBuketMapByDefault();
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//Pass the bucket information to SceneObjectPart.
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SceneObjectPart.InitializePropertyBucketInfo(m_primPropertyBucketMap, m_propertyBucketNames, m_actorID);
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}
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//As of current version, we still use the xml serialization as most of SOP's properties are in the General bucket.
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//Going forward, we may serialize the properties differently, e.g. using OSDMap
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private void PrimUpdatesGeneralBucketSender(string bucketName, List<SceneObjectPart> primUpdates)
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{
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Dictionary<UUID, SceneObjectGroup> updatedObjects = new Dictionary<UUID, SceneObjectGroup>();
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foreach (SceneObjectPart part in primUpdates)
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{
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updatedObjects[part.ParentGroup.UUID] = part.ParentGroup;
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}
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foreach (SceneObjectGroup sog in updatedObjects.Values)
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{
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sog.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); //this update the timestamp and clear the taint info of the bucket
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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private void PrimUpdatesPhysicsBucketSender(string bucketName, List<SceneObjectPart> primUpdates)
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{
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foreach (SceneObjectPart updatedPart in primUpdates)
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{
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updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks);
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OSDMap data = new OSDMap();
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data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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data["Bucket"] = OSD.FromString(bucketName);
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data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
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data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition);
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data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
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data["Velocity"] = OSD.FromVector3(updatedPart.Velocity);
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data["Scale"] = OSD.FromVector3(updatedPart.Scale);
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//Other properties to be included
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/*
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"Position":
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"Size":
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"Force":
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"RotationalVelocity":
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"PA_Acceleration":
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"Torque":
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"Orientation":
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"IsPhysical":
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"Flying":
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"Buoyancy":
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* */
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data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp);
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
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SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
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}
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}
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//If nothing configured in the config file, this is the default settings for grouping properties into different bucket
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private void PopulatePropertyBuketMapByDefault()
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{
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//by default, there are two property buckets: the "General" bucket and the "Physics" bucket.
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string generalBucketName = "General";
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string physicsBucketName = "Physics";
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m_propertyBucketNames.Add(generalBucketName);
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m_propertyBucketNames.Add(physicsBucketName);
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m_maxNumOfPropertyBuckets = m_propertyBucketNames.Count;
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//Linking each bucket with the sender function that serializes the properties in the bucket and send out sync message
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m_primUpdatesPerBucketSender.Add("General", PrimUpdatesGeneralBucketSender);
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m_primUpdatesPerBucketSender.Add("Physics", PrimUpdatesPhysicsBucketSender);
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//Mapping properties to buckets.
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foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties)))
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{
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switch (property)
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{
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case SceneObjectPartProperties.GroupPosition:
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case SceneObjectPartProperties.OffsetPosition:
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case SceneObjectPartProperties.Scale:
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case SceneObjectPartProperties.Velocity:
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case SceneObjectPartProperties.AngularVelocity:
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case SceneObjectPartProperties.RotationOffset:
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case SceneObjectPartProperties.Position:
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case SceneObjectPartProperties.Size:
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case SceneObjectPartProperties.Force:
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case SceneObjectPartProperties.RotationalVelocity:
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case SceneObjectPartProperties.PA_Acceleration:
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case SceneObjectPartProperties.Torque:
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case SceneObjectPartProperties.Orientation:
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case SceneObjectPartProperties.IsPhysical:
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case SceneObjectPartProperties.Flying:
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case SceneObjectPartProperties.Buoyancy:
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m_primPropertyBucketMap.Add(property, physicsBucketName);
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break;
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default:
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//all other properties belong to the "General" bucket.
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m_primPropertyBucketMap.Add(property, generalBucketName);
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break;
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}
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}
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//create different lists to keep track which SOP has what properties updated (which bucket of properties)
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foreach (string bucketName in m_propertyBucketNames)
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{
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m_primUpdates.Add(bucketName, new Dictionary<UUID, SceneObjectPart>());
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m_primUpdateLocks.Add(bucketName, new Object());
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}
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}
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private bool IsSyncingWithOtherActors()
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{
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return (m_syncConnectors.Count > 0);
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}
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public void QueueSceneObjectPartForUpdate(SceneObjectPart part)
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{
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@ -805,12 +664,154 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Timers for periodically status report has not been implemented yet.
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private System.Timers.Timer m_statsTimer = new System.Timers.Timer(1000);
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private RegionSyncListener m_localSyncListener = null;
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private bool m_synced = false;
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// Lock is used to synchronize access to the update status and update queues
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//private object m_updateSceneObjectPartLock = new object();
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//private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>();
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private Dictionary<string, Object> m_primUpdateLocks = new Dictionary<string, object>();
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private Dictionary<string, Dictionary<UUID, SceneObjectPart>> m_primUpdates = new Dictionary<string, Dictionary<UUID, SceneObjectPart>>();
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private delegate void PrimUpdatePerBucketSender(string bucketName, List<SceneObjectPart> primUpdates);
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private Dictionary<string, PrimUpdatePerBucketSender> m_primUpdatesPerBucketSender = new Dictionary<string, PrimUpdatePerBucketSender>();
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private object m_updateScenePresenceLock = new object();
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private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
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private int m_sendingUpdates = 0;
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private int m_maxNumOfPropertyBuckets;
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private void StatsTimerElapsed(object source, System.Timers.ElapsedEventArgs e)
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{
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//TO BE IMPLEMENTED
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m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
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}
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//Read in configuration for which property-bucket each property belongs to, and the description of each bucket
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private void PopulatePropertyBucketMap(IConfig config)
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{
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//We start with a default bucket map. Will add the code to read in configuration from config files later.
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PopulatePropertyBuketMapByDefault();
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//Pass the bucket information to SceneObjectPart.
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SceneObjectPart.InitializePropertyBucketInfo(m_primPropertyBucketMap, m_propertyBucketNames, m_actorID);
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}
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//As of current version, we still use the xml serialization as most of SOP's properties are in the General bucket.
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//Going forward, we may serialize the properties differently, e.g. using OSDMap
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private void PrimUpdatesGeneralBucketSender(string bucketName, List<SceneObjectPart> primUpdates)
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{
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Dictionary<UUID, SceneObjectGroup> updatedObjects = new Dictionary<UUID, SceneObjectGroup>();
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foreach (SceneObjectPart part in primUpdates)
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{
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updatedObjects[part.ParentGroup.UUID] = part.ParentGroup;
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}
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foreach (SceneObjectGroup sog in updatedObjects.Values)
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{
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sog.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); //this update the timestamp and clear the taint info of the bucket
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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private void PrimUpdatesPhysicsBucketSender(string bucketName, List<SceneObjectPart> primUpdates)
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{
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foreach (SceneObjectPart updatedPart in primUpdates)
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{
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updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks);
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OSDMap data = new OSDMap();
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data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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data["Bucket"] = OSD.FromString(bucketName);
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data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
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data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition);
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data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
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data["Velocity"] = OSD.FromVector3(updatedPart.Velocity);
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data["Scale"] = OSD.FromVector3(updatedPart.Scale);
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//Other properties to be included
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/*
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"Position":
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"Size":
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"Force":
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"RotationalVelocity":
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"PA_Acceleration":
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"Torque":
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"Orientation":
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"IsPhysical":
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"Flying":
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"Buoyancy":
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* */
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data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp);
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
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SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
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}
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}
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//If nothing configured in the config file, this is the default settings for grouping properties into different bucket
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private void PopulatePropertyBuketMapByDefault()
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{
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//by default, there are two property buckets: the "General" bucket and the "Physics" bucket.
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string generalBucketName = "General";
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string physicsBucketName = "Physics";
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m_propertyBucketNames.Add(generalBucketName);
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m_propertyBucketNames.Add(physicsBucketName);
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m_maxNumOfPropertyBuckets = m_propertyBucketNames.Count;
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//Linking each bucket with the sender function that serializes the properties in the bucket and send out sync message
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m_primUpdatesPerBucketSender.Add("General", PrimUpdatesGeneralBucketSender);
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m_primUpdatesPerBucketSender.Add("Physics", PrimUpdatesPhysicsBucketSender);
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//Mapping properties to buckets.
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foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties)))
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{
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switch (property)
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{
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case SceneObjectPartProperties.GroupPosition:
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case SceneObjectPartProperties.OffsetPosition:
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case SceneObjectPartProperties.Scale:
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case SceneObjectPartProperties.Velocity:
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case SceneObjectPartProperties.AngularVelocity:
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case SceneObjectPartProperties.RotationOffset:
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case SceneObjectPartProperties.Position:
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case SceneObjectPartProperties.Size:
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case SceneObjectPartProperties.Force:
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case SceneObjectPartProperties.RotationalVelocity:
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case SceneObjectPartProperties.PA_Acceleration:
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case SceneObjectPartProperties.Torque:
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case SceneObjectPartProperties.Orientation:
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case SceneObjectPartProperties.IsPhysical:
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case SceneObjectPartProperties.Flying:
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case SceneObjectPartProperties.Buoyancy:
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m_primPropertyBucketMap.Add(property, physicsBucketName);
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break;
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default:
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//all other properties belong to the "General" bucket.
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m_primPropertyBucketMap.Add(property, generalBucketName);
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break;
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}
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}
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//create different lists to keep track which SOP has what properties updated (which bucket of properties)
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foreach (string bucketName in m_propertyBucketNames)
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{
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m_primUpdates.Add(bucketName, new Dictionary<UUID, SceneObjectPart>());
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m_primUpdateLocks.Add(bucketName, new Object());
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}
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}
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private bool IsSyncingWithOtherActors()
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{
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return (m_syncConnectors.Count > 0);
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}
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//Object updates are sent by enqueuing into each connector's outQueue.
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private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
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{
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