Relocate functions within RegionSyncModule.cs: the IRegionSyncModule region now

only contains functions defined in IRegionSyncModule.
dsg
Huaiyu (Kitty) Liu 2011-02-25 16:20:58 -08:00
parent 513ca97eb0
commit 9d613a20c0
2 changed files with 144 additions and 142 deletions

View File

@ -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";

View File

@ -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)
{