some cleanup..
parent
b68c814bc6
commit
ad83b18634
|
@ -1268,79 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_scene.SwapRootAgentCount(false);
|
||||
|
||||
// The initial login scene presence is already root when it gets here
|
||||
// and it has already rezzed the attachments and started their scripts.
|
||||
// We do the following only for non-login agents, because their scripts
|
||||
// haven't started yet.
|
||||
/* moved down
|
||||
if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
|
||||
{
|
||||
// Viewers which have a current outfit folder will actually rez their own attachments. However,
|
||||
// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
|
||||
if (Scene.AttachmentsModule != null)
|
||||
Util.FireAndForget(
|
||||
o =>
|
||||
{
|
||||
// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
|
||||
// System.Threading.Thread.Sleep(7000);
|
||||
|
||||
Scene.AttachmentsModule.RezAttachments(this);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
||||
{
|
||||
// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
|
||||
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
|
||||
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
|
||||
// not transporting the required data.
|
||||
//
|
||||
// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
|
||||
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
|
||||
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
|
||||
// not transporting the required data.
|
||||
//
|
||||
// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
|
||||
// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
|
||||
// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
|
||||
//
|
||||
// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
|
||||
// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
|
||||
// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
|
||||
// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
|
||||
//
|
||||
// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
|
||||
// be locked, allowing race conditions if other code changes the attachments list.
|
||||
|
||||
List<SceneObjectGroup> attachments = GetAttachments();
|
||||
|
||||
if (attachments.Count > 0)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
|
||||
|
||||
// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
|
||||
foreach (SceneObjectGroup sog in attachments)
|
||||
{
|
||||
// sending attachments before the avatar ?
|
||||
// moved to completemovement where it already was
|
||||
// sog.ScheduleGroupForFullUpdate();
|
||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||
sog.ResumeScripts();
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
/*
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
// send the animations of the other presences to me
|
||||
m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
if (presence != this)
|
||||
presence.Animator.SendAnimPackToClient(ControllingClient);
|
||||
});
|
||||
*/
|
||||
|
||||
// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
|
||||
// stall on the border crossing since the existing child agent will still have the last movement
|
||||
|
@ -4132,19 +4059,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
cAgent.Far = DrawDistance;
|
||||
|
||||
// Throttles
|
||||
float multiplier = 1;
|
||||
|
||||
/* this is also used to send to new main regions not children
|
||||
|
||||
int childRegions = KnownRegionCount;
|
||||
if (childRegions != 0)
|
||||
multiplier = 1f / childRegions;
|
||||
|
||||
// Minimum throttle for a child region is 1/4 of the root region throttle
|
||||
if (multiplier <= 0.25f)
|
||||
multiplier = 0.25f;
|
||||
*/
|
||||
cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
|
||||
cAgent.Throttles = ControllingClient.GetThrottlesPacked(1);
|
||||
|
||||
cAgent.HeadRotation = m_headrotation;
|
||||
cAgent.BodyRotation = Rotation;
|
||||
|
@ -4756,52 +4671,126 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
SceneObjectPart[] origparts = sog.Parts;
|
||||
SceneObjectPart[] parts = new SceneObjectPart[origparts.Length];
|
||||
PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length];
|
||||
|
||||
SceneObjectPart rootpart = sog.RootPart;
|
||||
UpdateRequired rootreq = sog.RootPart.UpdateFlag;
|
||||
|
||||
int j = 0;
|
||||
bool allterse = true;
|
||||
|
||||
for (int i = 0; i < origparts.Length; i++)
|
||||
{
|
||||
switch (origparts[i].UpdateFlag)
|
||||
{
|
||||
case UpdateRequired.TERSE:
|
||||
flags[j] = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
|
||||
parts[j] = origparts[i];
|
||||
j++;
|
||||
break;
|
||||
|
||||
case UpdateRequired.FULL:
|
||||
flags[j] = PrimUpdateFlags.FullUpdate;
|
||||
parts[j] = origparts[i];
|
||||
j++;
|
||||
allterse = false;
|
||||
break;
|
||||
}
|
||||
origparts[i].UpdateFlag = 0;
|
||||
}
|
||||
|
||||
if (j == 0)
|
||||
return;
|
||||
|
||||
if (rootreq == UpdateRequired.NONE)
|
||||
{
|
||||
if (allterse)
|
||||
rootreq = UpdateRequired.TERSE;
|
||||
else
|
||||
rootreq = UpdateRequired.FULL;
|
||||
}
|
||||
|
||||
PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate;
|
||||
if (rootreq == UpdateRequired.TERSE)
|
||||
rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
|
||||
|
||||
int nparts = j;
|
||||
|
||||
bool priv = sog.HasPrivateAttachmentPoint;
|
||||
|
||||
List<ScenePresence> allPresences = m_scene.GetScenePresences();
|
||||
foreach(ScenePresence p in allPresences)
|
||||
foreach (ScenePresence p in allPresences)
|
||||
{
|
||||
if (p != this)
|
||||
{
|
||||
if (sog.HasPrivateAttachmentPoint ||
|
||||
if (priv ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
continue;
|
||||
}
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, rootflag);
|
||||
|
||||
for (int i = 0; i < nparts; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part == rootpart)
|
||||
continue;
|
||||
p.ControllingClient.SendEntityUpdate(part, flags[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
PrimUpdateFlags flag;
|
||||
switch (UpdateFlag)
|
||||
{
|
||||
case UpdateRequired.TERSE:
|
||||
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
|
||||
break;
|
||||
|
||||
case UpdateRequired.FULL:
|
||||
flag = PrimUpdateFlags.FullUpdate;
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
|
||||
SendFullUpdateToClient(p.ControllingClient);
|
||||
|
||||
SceneObjectPart rootpart = sog.RootPart;
|
||||
if (rootpart.UpdateFlag == UpdateRequired.TERSE)
|
||||
|
||||
bool priv = sog.HasPrivateAttachmentPoint;
|
||||
|
||||
List<ScenePresence> allPresences = m_scene.GetScenePresences();
|
||||
foreach (ScenePresence p in allPresences)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(rootpart,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
rootpart.UpdateFlag = 0;
|
||||
}
|
||||
else if (rootpart.UpdateFlag == UpdateRequired.FULL)
|
||||
if (p != this)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, PrimUpdateFlags.FullUpdate);
|
||||
rootpart.UpdateFlag = 0;
|
||||
if (priv ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
continue;
|
||||
}
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, flag);
|
||||
rootpart.UpdateFlag = 0;
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part == rootpart)
|
||||
continue;
|
||||
if (part.UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
p.ControllingClient.SendEntityUpdate(part, flag);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (part.UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4810,64 +4799,39 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
|
||||
PrimUpdateFlags flag;
|
||||
switch (part.UpdateFlag)
|
||||
{
|
||||
case UpdateRequired.TERSE:
|
||||
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
|
||||
break;
|
||||
|
||||
case UpdateRequired.FULL:
|
||||
flag = PrimUpdateFlags.FullUpdate;
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
bool priv = part.ParentGroup.HasPrivateAttachmentPoint;
|
||||
|
||||
List<ScenePresence> allPresences = m_scene.GetScenePresences();
|
||||
foreach (ScenePresence p in allPresences)
|
||||
{
|
||||
if (p != this)
|
||||
{
|
||||
|
||||
if (part.ParentGroup.HasPrivateAttachmentPoint ||
|
||||
if (priv ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
return;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (part.UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
p.ControllingClient.SendEntityUpdate(part, flag);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (part.UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this)
|
||||
{
|
||||
if (sog.HasPrivateAttachmentPoint ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
return;
|
||||
}
|
||||
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag)
|
||||
|
@ -4875,29 +4839,37 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this)
|
||||
PrimUpdateFlags flag;
|
||||
switch (UpdateFlag)
|
||||
{
|
||||
case UpdateRequired.TERSE:
|
||||
flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
|
||||
break;
|
||||
|
||||
if (part.ParentGroup.HasPrivateAttachmentPoint ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
case UpdateRequired.FULL:
|
||||
flag = PrimUpdateFlags.FullUpdate;
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
if (UpdateFlag == UpdateRequired.TERSE)
|
||||
bool priv = part.ParentGroup.HasPrivateAttachmentPoint;
|
||||
|
||||
List<ScenePresence> allPresences = m_scene.GetScenePresences();
|
||||
foreach (ScenePresence p in allPresences)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
if (p != this)
|
||||
{
|
||||
if ( priv ||
|
||||
(ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
|
||||
continue;
|
||||
}
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(part, flag);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in New Issue