Revert "commit code which stops full updates being fired multiple times when attachments cross standalone region boundaries"
This reverts commit 5074d290e4.
This gets rid of the massive amount of scene object log spam - sorry about that, folks
0.6.9-post-fixes
parent
8eb70f9719
commit
bdeda18b52
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@ -260,7 +260,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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{
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if (s.RegionInfo.RegionHandle == regionHandle)
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{
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m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
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//m_log.Debug("[LOCAL COMMS]: Found region to SendCreateObject");
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if (isLocalCall)
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{
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// We need to make a local copy of the object
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@ -2449,8 +2449,6 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_log.DebugFormat("[SCENE INVENTORY]: {0} {1} IsAttachment={2}", att.Name, att.LocalId, att.IsAttachment);
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Console.WriteLine("HERE X");
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ScenePresence presence;
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if (TryGetAvatar(remoteClient.AgentId, out presence))
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{
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@ -2458,12 +2456,9 @@ namespace OpenSim.Region.Framework.Scenes
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
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Console.WriteLine("HERE Y");
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if (m_AvatarFactory != null)
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m_AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
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Console.WriteLine("HERE Z");
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}
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}
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@ -124,7 +124,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (((SceneObjectGroup)ent).LocalId == primLocalID)
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{
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m_log.DebugFormat("[SCENE]: Received full update request for {0} from {1}", primLocalID, remoteClient.Name);
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((SceneObjectGroup)ent).SendFullUpdateToClient(remoteClient);
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return;
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}
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@ -1833,28 +1833,6 @@ namespace OpenSim.Region.Framework.Scenes
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return sceneObject;
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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///
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
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}
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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@ -1874,7 +1852,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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return AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
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return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
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}
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/// <summary>
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@ -2487,7 +2465,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public bool IncomingCreateObject(ISceneObject sog)
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{
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m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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//m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
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SceneObjectGroup newObject;
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try
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{
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@ -2559,12 +2537,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (sceneObject.IsAttachmentCheckFull()) // Attachment
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{
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m_log.DebugFormat("[SCENE]: Adding attachment {0} {1}", sceneObject.Name, sceneObject.LocalId);
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sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
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sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
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AddRestoredSceneObject(sceneObject, false, false, false);
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AddRestoredSceneObject(sceneObject, false, false);
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// Handle attachment special case
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SceneObjectPart RootPrim = sceneObject.RootPart;
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@ -2572,8 +2548,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Fix up attachment Parent Local ID
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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Console.WriteLine("AAAA");
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//uint parentLocalID = 0;
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if (sp != null)
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{
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@ -2592,25 +2566,20 @@ namespace OpenSim.Region.Framework.Scenes
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//grp.SetFromAssetID(grp.RootPart.LastOwnerID);
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m_log.DebugFormat(
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"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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AttachObject(
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sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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//grp.SendGroupFullUpdate();
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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grp.SendGroupFullUpdate();
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}
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else
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{
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
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}
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Console.WriteLine("BBBB");
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}
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else
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{
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m_log.DebugFormat("[SCENE]: Adding ordinary object {0} {1}", sceneObject.Name, sceneObject.LocalId);
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AddRestoredSceneObject(sceneObject, true, false);
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if (!Permissions.CanObjectEntry(sceneObject.UUID,
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@ -1383,9 +1383,7 @@ namespace OpenSim.Region.Framework.Scenes
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendInitialFullUpdateToAllClients();
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Console.WriteLine("SCS 1");
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agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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Console.WriteLine("SCS 2");
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// m_scene.SendKillObject(m_localId);
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@ -216,15 +216,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdate">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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if (!alreadyPersisted)
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{
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@ -232,29 +228,8 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.HasGroupChanged = true;
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}
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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return AddSceneObject(sceneObject, attachToBackup, true);
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}
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// /// <summary>
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// /// Add an object into the scene that has come from storage
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// /// </summary>
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// /// <param name="sceneObject"></param>
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// /// <param name="attachToBackup">
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// /// If true, changes to the object will be reflected in its persisted data
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// /// If false, the persisted data will not be changed even if the object in the scene is changed
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// /// </param>
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// /// <param name="alreadyPersisted">
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// /// If true, we won't persist this object until it changes
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// /// If false, we'll persist this object immediately
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// /// </param>
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// /// <returns>
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// /// true if the object was added, false if an object with the same uuid was already in the scene
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// /// </returns>
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// protected internal bool AddRestoredSceneObject(
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// SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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// {
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// AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
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// }
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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@ -636,13 +611,11 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal bool AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent)
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{
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Console.WriteLine("HERE A");
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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if (group != null)
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{
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if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
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{
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Console.WriteLine("HERE -1");
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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@ -681,12 +654,9 @@ namespace OpenSim.Region.Framework.Scenes
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itemId = group.GetFromItemID();
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}
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Console.WriteLine("HERE 0");
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m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group);
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Console.WriteLine("HERE 1");
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group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent);
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Console.WriteLine("HERE 2");
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// In case it is later dropped again, don't let
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// it get cleaned up
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//
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@ -1494,10 +1494,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendFullUpdateToClient(IClientAPI remoteClient)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SOG]: Sending full update to client {0} for {1} {2}", remoteClient.Name, Name, LocalId);
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SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
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lock (m_parts)
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@ -1517,9 +1513,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="part"></param>
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internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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// m_log.DebugFormat(
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// "[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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if (m_rootPart.UUID == part.UUID)
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{
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@ -1999,8 +1994,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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{
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if (IsAttachment)
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m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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RootPart.AddFullUpdateToAvatar(presence);
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@ -2032,8 +2026,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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if (IsAttachment)
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m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
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// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID);
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checkAtTargets();
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RootPart.ScheduleFullUpdate();
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@ -1259,17 +1259,16 @@ namespace OpenSim.Region.Framework.Scenes
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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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{
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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AddFullUpdateToAvatar(avatars[i]);
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{
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avatars[i].SceneViewer.QueuePartForUpdate(this);
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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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if (IsAttachment)
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m_log.DebugFormat("AddFullUpdateToAllAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
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presence.SceneViewer.QueuePartForUpdate(this);
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}
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@ -1288,14 +1287,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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AddTerseUpdateToAvatar(avatars[i]);
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{
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avatars[i].SceneViewer.QueuePartForUpdate(this);
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}
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}
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public void AddTerseUpdateToAvatar(ScenePresence presence)
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{
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if (IsAttachment)
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m_log.DebugFormat("AddTerseUpdateToAvatar() {0} for {1} {2}", presence.Name, Name, LocalId);
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presence.SceneViewer.QueuePartForUpdate(this);
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}
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@ -2729,8 +2727,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ScheduleFullUpdate()
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{
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if (IsAttachment)
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m_log.DebugFormat("[SOP]: Scheduling full update for {0} {1}", Name, LocalId);
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// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
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if (m_parentGroup != null)
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{
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@ -2843,10 +2840,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending part full update to {0} for {1} {2}", remoteClient.Name, Name, LocalId);
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m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
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}
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@ -2855,10 +2848,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendFullUpdateToAllClients()
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending full update for {0} {1} for all clients", Name, LocalId);
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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@ -2870,10 +2859,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendFullUpdateToAllClientsExcept(UUID agentID)
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{
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if (IsAttachment)
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Sending full update for {0} {1} to all clients except {2}", Name, LocalId, agentID);
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Length; i++)
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{
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@ -2980,9 +2965,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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{
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if (IsAttachment)
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m_log.DebugFormat("[SOP]: Sending scheduled full update for {0} {1}", Name, LocalId);
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AddFullUpdateToAllAvatars();
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ClearUpdateSchedule();
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}
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@ -27,7 +27,6 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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@ -40,8 +39,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public class SceneViewer : ISceneViewer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected ScenePresence m_presence;
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protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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protected Queue<SceneObjectGroup> m_pendingObjects;
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@ -63,9 +60,6 @@ namespace OpenSim.Region.Framework.Scenes
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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 (part.IsAttachment)
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m_log.DebugFormat("[SCENE VIEWER]: Queueing part {0} {1} for update", part.Name, part.LocalId);
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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@ -140,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(AddFullUpdateToAvatar
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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@ -12,7 +12,7 @@
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<log4net>
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<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
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<layout type="log4net.Layout.PatternLayout">
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<conversionPattern value="%date{HH:mm:ss,fff} - %message" />
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<conversionPattern value="%date{HH:mm:ss} - %message" />
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</layout>
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</appender>
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