Merge branch 'dev_kitty' into physbucket
Conflicts: OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/RegionSyncModule.csdsg
commit
b76c233db3
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@ -254,8 +254,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
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lock (m_sendqueue)
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@ -263,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_sendqueue[agentid] = timestamp;
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m_updateTimer.Start();
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}
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m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0} at {1} (now is {2})", agentid, timestamp,DateTime.Now.Ticks);
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//m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0} at {1} (now is {2})", agentid, timestamp,DateTime.Now.Ticks);
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}
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public void QueueAppearanceSave(UUID agentid)
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@ -382,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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if (kvp.Value < now)
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{
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m_log.WarnFormat("[AVFACTORY]: send appearance for {0} at time {1}", kvp.Key, now);
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m_log.DebugFormat("[AVFACTORY]: send appearance for {0} at time {1}", kvp.Key, now);
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Util.FireAndForget(delegate(object o) { HandleAppearanceSend(kvp.Key); });
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m_sendqueue.Remove(kvp.Key);
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}
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@ -771,11 +771,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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sp.ControllingClient.SendAnimations(animIDs, seqs, sourceAgentID, objectIDs);
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}
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}
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/*
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else
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{
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m_log.WarnFormat("{0} Could not send animation for {1} because scene presence not found",
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LogHeader(), agentID.ToString());
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}
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*/
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return;
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}
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case RegionSyncMessage.MsgType.BalanceClientLoad:
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@ -282,7 +282,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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// Existing value of 1 indicates that updates are currently being sent so skip updates this pass
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if (Interlocked.Exchange(ref m_sendingUpdates, 1) == 1)
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{
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m_log.WarnFormat("[REGION SYNC SERVER MODULE] SendUpdates(): An update thread is already running.");
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m_log.DebugFormat("[REGION SYNC SERVER MODULE] SendUpdates(): An update thread is already running.");
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return;
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}
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@ -193,159 +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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m_log.DebugFormat("{0}: GeneralBucketSender for {1}", LogHeader, sog.UUID);
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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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Physics.Manager.PhysicsActor pa = updatedPart.PhysActor;
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if (pa == null)
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return;
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OSDMap data = new OSDMap();
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// data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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data["UUID"] = OSD.FromUUID(pa.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["Scale"] = OSD.FromVector3(updatedPart.Scale);
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data["AngularVelocity"] = OSD.FromVector3(updatedPart.AngularVelocity);
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data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
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data["Size"] = OSD.FromVector3(pa.Size);
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data["Position"] = OSD.FromVector3(pa.Position);
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data["Force"] = OSD.FromVector3(pa.Force);
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data["Velocity"] = OSD.FromVector3(pa.Velocity);
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data["RotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["PA_Acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["Torque"] = OSD.FromVector3(pa.Torque);
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data["Orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["IsPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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data["Flying"] = OSD.FromBoolean(pa.Flying);
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data["Kinematic"] = OSD.FromBoolean(pa.Kinematic);
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data["Buoyancy"] = OSD.FromReal(pa.Buoyancy);
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data["CollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
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data["IsColliding"] = OSD.FromBoolean(pa.IsColliding);
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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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m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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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.AngularVelocity:
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case SceneObjectPartProperties.RotationOffset:
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case SceneObjectPartProperties.Size:
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case SceneObjectPartProperties.Position:
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case SceneObjectPartProperties.Force:
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case SceneObjectPartProperties.Velocity:
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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.Kinematic:
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case SceneObjectPartProperties.Buoyancy:
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case SceneObjectPartProperties.IsCollidingGround:
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case SceneObjectPartProperties.IsColliding:
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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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@ -385,7 +232,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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// Existing value of 1 indicates that updates are currently being sent so skip updates this pass
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if (Interlocked.Exchange(ref m_sendingUpdates, 1) == 1)
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{
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m_log.WarnFormat("[REGION SYNC MODULE] SendUpdates(): An update thread is already running.");
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m_log.DebugFormat("[REGION SYNC MODULE] SendUpdates(): An update thread is already running.");
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return;
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}
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@ -812,12 +659,154 @@ 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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|
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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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|
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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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}
|
||||
}
|
||||
|
||||
//create different lists to keep track which SOP has what properties updated (which bucket of properties)
|
||||
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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private bool IsSyncingWithOtherActors()
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{
|
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return (m_syncConnectors.Count > 0);
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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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{
|
||||
|
@ -2409,4 +2398,4 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
}
|
||||
|
||||
}
|
||||
}
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||||
|
|
|
@ -434,6 +434,12 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
}
|
||||
|
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#region SYNC SERVER
|
||||
/// <summary>
|
||||
/// Register the SyncServerID, address and port for a particular endpoint.
|
||||
/// The internal address and port are not registered.
|
||||
/// </summary>
|
||||
/// <param name="gei"></param>
|
||||
/// <returns>'true' if the registration was successful and 'false' otherwise</returns>
|
||||
public virtual bool RegisterEndpoint(GridEndpointInfo gei)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
|
@ -456,6 +462,42 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lookup a particular endpoint given the SyncServerID of the endpoint.
|
||||
/// </summary>
|
||||
/// <param name="syncServerID"></param>
|
||||
/// <returns>endpoint information or 'null' if not found</returns>
|
||||
public virtual GridEndpointInfo LookupEndpoint(string syncServerID)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
{
|
||||
{ "RequestMethod", "GetEndpoint" },
|
||||
{ "SyncServerID", syncServerID },
|
||||
};
|
||||
|
||||
OSDMap response = WebUtil.PostToService(m_ServerURI, requestArgs);
|
||||
if (response["Success"].AsBoolean())
|
||||
{
|
||||
GridEndpointInfo gai = new GridEndpointInfo();
|
||||
gai.syncServerID = response["SyncServerID"].AsString();
|
||||
gai.address = response["Address"].AsString();
|
||||
gai.port = (uint)response["Port"].AsInteger();
|
||||
gai.internalAddress = response["InternalAddress"].AsString();
|
||||
gai.internalPort = (uint)response["InternalPort"].AsInteger();
|
||||
return gai;
|
||||
}
|
||||
m_log.ErrorFormat("{0}: Lookup of endpoint failed: {1}",
|
||||
"[SIMIAN GRID CONNECTOR]", response["Message"]);
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register an actor association with a SyncServer.
|
||||
/// </summary>
|
||||
/// <param name="actorID">unique identification of the actor (actor's "name")</param>
|
||||
/// <param name="actorType">actor type identification string</param>
|
||||
/// <param name="syncServerID">sync server identification</param>
|
||||
/// <returns>'true' if registration successful. 'false' otherwise</returns>
|
||||
public virtual bool RegisterActor(string actorID, string actorType, string syncServerID)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
|
@ -479,6 +521,13 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register a quark on a SyncServer.
|
||||
/// </summary>
|
||||
/// <param name="syncServerID"></param>
|
||||
/// <param name="locX"></param>
|
||||
/// <param name="locY"></param>
|
||||
/// <returns>'true' if registration successful. 'false' otherwise</returns>
|
||||
public virtual bool RegisterQuark(string syncServerID, uint locX, uint locY)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
|
@ -501,6 +550,12 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a quark location, return all the endpoints associated with that quark;
|
||||
/// </summary>
|
||||
/// <param name="locX">quark home X location</param>
|
||||
/// <param name="locY">quark home Y location</param>
|
||||
/// <returns>list of endpoints and actor types associated with the quark</returns>
|
||||
public virtual List<GridEndpointInfo> LookupQuark(uint locX, uint locY)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
|
@ -512,6 +567,15 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return LookupQuark(requestArgs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a quark location and an actor type, return all endpoints associated with
|
||||
/// the quark that have that actor. This is equivilent to the previous request but
|
||||
/// filtered by the actor type.
|
||||
/// </summary>
|
||||
/// <param name="locX">quark home X location</param>
|
||||
/// <param name="locY">quark home Y location</param>
|
||||
/// <param name="actorType">actor definition string</param>
|
||||
/// <returns>list of endpoints having that actor and the quark</returns>
|
||||
public virtual List<GridEndpointInfo> LookupQuark(uint locX, uint locY, string actorType)
|
||||
{
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
|
|
|
@ -203,7 +203,11 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
public PresenceInfo GetAgent(UUID sessionID)
|
||||
{
|
||||
// m_log.DebugFormat("[SIMIAN PRESENCE CONNECTOR]: Requesting session data for agent with sessionID " + sessionID);
|
||||
|
||||
if(sessionID == UUID.Zero)
|
||||
{
|
||||
m_log.Debug("[SIMIAN PRESENCE CONNECTOR]: GetAgent called with UUID.Zero!");
|
||||
return null;
|
||||
}
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
{
|
||||
{ "RequestMethod", "GetSession" },
|
||||
|
|
Loading…
Reference in New Issue