* Fix Mantis 761 (linking and delinking prims rapidly caused prims to 'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now0.6.0-stable
parent
27ff09cb2b
commit
a4304fb9e6
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@ -206,6 +206,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Add an entity to the list of prims to process on the next update
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/// </summary>
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/// <param name="obj">
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/// A <see cref="EntityBase"/>
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/// </param>
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internal void AddToUpdateList(EntityBase obj)
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{
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lock (m_updateList)
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@ -614,7 +614,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Start the timer which triggers regular scene updates
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/// </summary>
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public void StartTimer()
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{
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@ -247,9 +247,11 @@ namespace OpenSim.Region.Environment.Scenes
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public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
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{
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m_scene = scene;
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part.SetParent(this);
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part.ParentID = 0;
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part.LinkNum = 0;
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m_parts.Add(part.UUID, part);
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SetPartAsRoot(part);
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@ -691,7 +693,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Scheduling
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/// <summary>
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///
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/// Examine this object's parts to see if they've changed sufficiently to warrant an update
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/// </summary>
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public override void Update()
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{
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@ -703,6 +705,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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lastPhysGroupPos = AbsolutePosition;
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}
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if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
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@ -714,6 +717,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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lastPhysGroupRot = GroupRotation;
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.SendScheduledUpdates();
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@ -737,7 +741,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Schedule a full update for every part in this object
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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@ -910,6 +914,7 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.ParentID = m_rootPart.LocalId;
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linkPart.LinkNum = m_parts.Count;
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m_parts.Add(linkPart.UUID, linkPart);
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@ -1715,6 +1720,9 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
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}
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/// <summary>
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/// Completely delete this group and tell all the scene presences about that deletion.
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/// </summary>
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public void DeleteGroup()
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{
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DetachFromBackup(this);
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@ -132,7 +132,12 @@ namespace OpenSim.Region.Environment.Scenes
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[XmlIgnore] public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
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/// <summary>
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/// Only used internally to schedule client updates
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/// Only used internally to schedule client updates.
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/// 0 - no update is scheduled
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/// 1 - terse update scheduled
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/// 2 - full update scheduled
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///
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/// TODO - This should be an enumeration
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/// </summary>
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private byte m_updateFlag;
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@ -1090,7 +1095,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Update Scheduling
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/// <summary>
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///
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/// Clear all pending updates
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/// </summary>
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private void ClearUpdateSchedule()
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{
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@ -1098,7 +1103,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Schedules this prim for a full update
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/// </summary>
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public void ScheduleFullUpdate()
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{
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@ -1107,6 +1112,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_parentGroup.HasGroupChanged = true;
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m_parentGroup.QueueForUpdateCheck();
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}
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TimeStampFull = (uint) Util.UnixTimeSinceEpoch();
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m_updateFlag = 2;
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}
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@ -1156,7 +1162,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Tell all the prims which have had updates scheduled
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/// </summary>
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public void SendScheduledUpdates()
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{
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@ -1689,6 +1695,9 @@ namespace OpenSim.Region.Environment.Scenes
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#region Client Update Methods
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/// <summary>
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/// Tell all scene presences that they should send updates for this part to their clients
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/// </summary>
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public void AddFullUpdateToAllAvatars()
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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@ -1697,6 +1706,7 @@ namespace OpenSim.Region.Environment.Scenes
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avatars[i].QueuePartForUpdate(this);
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}
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}
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public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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@ -1710,6 +1720,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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public void AddFullUpdateToAvatar(ScenePresence presence)
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{
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presence.QueuePartForUpdate(this);
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@ -418,6 +418,10 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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/// <summary>
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/// Add the part to the queue of parts for which we need to send an update to the client
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/// </summary>
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/// <param name="part"></param>
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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//if (InterestList.Contains(part.ParentGroup))
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@ -434,6 +438,11 @@ namespace OpenSim.Region.Environment.Scenes
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return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID);
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}
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/// <summary>
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/// Send updates to the client about prims which have been placed on the update queue. We don't
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/// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
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/// timestamp has already been sent.
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/// </summary>
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public void SendPrimUpdates()
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{
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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@ -447,12 +456,11 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
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{
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m_scene.SendAllSceneObjectsToClient(this);
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m_gotAllObjectsInScene = true;
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}
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}
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}
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}
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if (m_partsUpdateQueue.Count > 0)
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{
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bool runUpdate = true;
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@ -465,16 +473,18 @@ namespace OpenSim.Region.Environment.Scenes
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// Two updates can occur with the same timestamp (especially
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// since our timestamp resolution is to the nearest second). The first
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// could have been sent in the last update - we still need to send the
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// second here.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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// since our timestamp resolution is to the nearest second). Therefore, we still need
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// to send an update even if the last full update time is identical to the part's
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// update timestamp.
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//
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// If we don't do this, various events (such as linking and delinking in the same
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// second), will stop working properly!
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if (update.LastFullUpdateTime <= part.TimeStampFull)
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{
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//need to do a full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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// We'll update to the part's timestamp rather than the current to
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// We'll update to the part's timestamp rather than the current time to
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// avoid the race condition whereby the next tick occurs while we are
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// doing this update. If this happened, then subsequent updates which occurred
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// on the same tick or the next tick of the last update would be ignored.
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