Physics bucket packing and unpacking
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21a1000da6
commit
c9c94a5f23
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using System;
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using System.IO;
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Services.Interfaces;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Types;
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using log4net;
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using Nini.Config;
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namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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//The data structure that maintains the list of quarks a script engine subscribes to.
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//It might be better to organize the quarks in a k-d tree structure, for easier
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//partitioning of the quarks based on spatial information.
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//But for now, we just assume the quarks each script engine operates on form a rectangle shape.
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//So we just use xmin,ymin and xmax,ymax to identify the rectange; and use a List structure to
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//store the quarks.
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//Quark size is defined in QuarkInfo.SizeX and QuarkInfo.SizeY.
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// The RegionSyncPhysEngine has a receive thread to process messages from the RegionSyncServer.
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// It is the client side of the synchronization channel, and send to and receive updates from the
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// Auth. Scene. The server side thread handling the sync channel is implemented in RegionSyncScriptAPI.cs.
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//
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// The current implementation is very similar to RegionSyncClient.
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// TODO: eventually the same RegionSyncSceneAPI should handle all traffic from different actors, e.g.
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// using a pub/sub model.
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public class PhysEngineToSceneConnector
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{
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#region PhysEngineToSceneConnector members
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// Set the addr and port of RegionSyncServer
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private IPAddress m_addr;
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private string m_addrString;
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private Int32 m_port;
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// A reference to the local scene
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private Scene m_validLocalScene;
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// The avatars added to this client manager for clients on other client managers
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object m_syncRoot = new object();
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// The logfile
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private ILog m_log;
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private string LogHeader = "[PHYSICS ENGINE TO SCENE CONNECTOR]";
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// The listener and the thread which listens for connections from client managers
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private Thread m_rcvLoop;
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// The client connection to the RegionSyncServer
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private TcpClient m_client = new TcpClient();
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//KittyL: Comment out m_statsTimer for now, will figure out whether we need it for PhysEngine later
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//private System.Timers.Timer m_statsTimer = new System.Timers.Timer(30000);
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// The queue of incoming messages which need handling
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//private Queue<string> m_inQ = new Queue<string>();
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//KittyL: added to identify different actors
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private ActorType m_actorType = ActorType.PhysicsEngine;
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private bool m_debugWithViewer = false;
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private long m_messagesSent = 0;
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private long m_messagesReceived = 0;
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private QuarkSubsriptionInfo m_subscribedQuarks;
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private IConfig m_sysConfig;
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//members for load balancing purpose
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//private TcpClient m_loadMigrationSouceEnd = null;
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private LoadMigrationEndPoint m_loadMigrationSouceEnd = null;
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private Thread m_loadMigrationSrcRcvLoop;
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private LoadMigrationListener m_loadMigrationListener = null;
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//List of queued messages, when the space that the updated object is located is being migrated
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private List<RegionSyncMessage> m_updateMsgQueue = new List<RegionSyncMessage>();
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#endregion
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// Constructor
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public PhysEngineToSceneConnector(Scene validLocalScene, string addr, int port, bool debugWithViewer,
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IConfig sysConfig)
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{
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m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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m_validLocalScene = validLocalScene;
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m_addr = IPAddress.Parse(addr);
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m_addrString = addr;
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m_port = port;
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m_debugWithViewer = debugWithViewer;
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//m_statsTimer.Elapsed += new System.Timers.ElapsedEventHandler(StatsTimerElapsed);
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m_sysConfig = sysConfig;
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SceneToPhysEngineSyncServer.logEnabled = m_sysConfig.GetBoolean("LogEnabled", false);
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SceneToPhysEngineSyncServer.logDir = m_sysConfig.GetString("LogDir", ".");
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//assume we are connecting to the whole scene as one big quark
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m_subscribedQuarks = new QuarkSubsriptionInfo(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize);
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}
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private List<string> GetQuarkStringList()
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{
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List<string> quarkList = new List<string>();
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foreach (QuarkInfo quark in m_subscribedQuarks.QuarkList)
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{
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quarkList.Add(quark.QuarkStringRepresentation);
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}
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return quarkList;
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}
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// Start the RegionSyncPhysEngine client thread
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public bool Start()
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{
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if (EstablishConnection())
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{
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StartStateSync();
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return true;
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}
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else
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{
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return false;
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}
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}
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private bool EstablishConnection()
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{
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if (m_client.Connected)
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{
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m_log.Warn(LogHeader + ": already connected");
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return false;
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}
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try
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{
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m_client.Connect(m_addr, m_port);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0} [Start] Could not connect to SceneToPhysEngineSyncServer at {1}:{2}", LogHeader, m_addr, m_port);
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m_log.Warn(e.Message);
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return false;
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}
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m_log.WarnFormat("{0} Connected to SceneToPhysEngineSyncServer at {1}:{2}", LogHeader, m_addr, m_port);
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m_rcvLoop = new Thread(new ThreadStart(ReceiveLoop));
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m_rcvLoop.Name = "PhysEngineToSceneConnector ReceiveLoop";
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m_log.WarnFormat("{0} Starting {1} thread", LogHeader, m_rcvLoop.Name);
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m_rcvLoop.Start();
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return true;
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}
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private void StartStateSync()
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{
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RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.ActorStatus, Convert.ToString((int)ActorStatus.Sync));
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Send(msg);
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// SendQuarkSubscription();
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Thread.Sleep(100);
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DoInitialSync();
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}
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private void SendQuarkSubscription()
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{
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List<string> quarkStringList = GetQuarkStringList();
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string quarkString = RegionSyncUtil.QuarkStringListToString(quarkStringList);
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m_log.Debug(LogHeader + ": subscribe to quarks: " + quarkString);
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//Send(quarkString);
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RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.QuarkSubscription, quarkString);
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Send(msg);
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}
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public void SetQuarkSubscription(QuarkSubsriptionInfo quarks)
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{
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m_subscribedQuarks = quarks;
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}
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public void RegisterIdle()
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{
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EstablishConnection();
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RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.ActorStatus, Convert.ToString((int)ActorStatus.Idle));
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Send(msg);
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}
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private void DoInitialSync()
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{
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// m_validLocalScene.DeleteAllSceneObjects();
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//m_log.Debug(LogHeader + ": send actor type " + m_actorType);
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//Send(new RegionSyncMessage(RegionSyncMessage.MsgType.ActorType, Convert.ToString((int)m_actorType)));
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//KittyL??? Do we need to send in RegionName?
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//Send(new RegionSyncMessage(RegionSyncMessage.MsgType.RegionName, m_scene.RegionInfo.RegionName));
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//m_log.WarnFormat("Sending region name: \"{0}\"", m_scene.RegionInfo.RegionName);
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// Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetTerrain));
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// Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetObjects));
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// Register for events which will be forwarded to authoritative scene
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// m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
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//m_scene.EventManager.OnClientClosed += new EventManager.ClientClosed(RemoveLocalClient);
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}
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// Disconnect from the RegionSyncServer and close client thread
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public void Stop()
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{
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Send(new RegionSyncMessage(RegionSyncMessage.MsgType.ActorStop, "stop"));
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// The remote scene will remove the SceneToPhysEngineConnector when we disconnect
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m_rcvLoop.Abort();
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ShutdownClient();
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//stop the migration connections
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//ShutdownClient(m_loadMigrationSouceEnd);
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if (m_loadMigrationListener != null)
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m_loadMigrationListener.Shutdown();
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}
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public void ReportStatus()
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{
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m_log.WarnFormat("{0} Synchronized to RegionSyncServer at {1}:{2}", LogHeader, m_addr, m_port);
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m_log.WarnFormat("{0} Received={1}, Sent={2}", LogHeader, m_messagesReceived, m_messagesSent);
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lock (m_syncRoot)
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{
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//TODO: should be reporting about the information of the objects/scripts
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}
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}
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private void ShutdownClient()
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{
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m_log.WarnFormat("{0} Disconnected from RegionSyncServer. Shutting down.", LogHeader);
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//TODO: remove the objects and scripts
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//lock (m_syncRoot)
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//{
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//}
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if (m_client != null)
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{
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// Close the connection
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m_client.Client.Close();
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m_client.Close();
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}
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SceneToPhysEngineSyncServer.PhysLogMessageClose();
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}
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// Listen for messages from a RegionSyncServer
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// *** This is the main thread loop for each connected client
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private void ReceiveLoop()
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{
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m_log.WarnFormat("{0} Thread running: {1}", LogHeader, m_rcvLoop.Name);
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while (true && m_client.Connected)
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{
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RegionSyncMessage msg;
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// Try to get the message from the network stream
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try
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{
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msg = new RegionSyncMessage(m_client.GetStream());
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//m_log.WarnFormat("{0} Received: {1}", LogHeader, msg.ToString());
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}
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// If there is a problem reading from the client, shut 'er down.
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catch
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{
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ShutdownClient();
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return;
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}
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// Try handling the message
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try
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{
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//lock (m_syncRoot) -- KittyL: why do we need to lock here? We could lock inside HandleMessage if necessary, and lock on different objects for better performance
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m_messagesReceived++;
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HandleMessage(msg);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0} Encountered an exception: {1} (MSGTYPE = {2})", LogHeader, e.Message, msg.ToString());
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}
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}
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}
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#region SEND
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//DSG-TODO: for Scene based DSG, Send() also needs to figure out which Scene to send to, e.g. needs a switching function based on object position
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// Send a message to a single connected RegionSyncServer
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private void Send(string msg)
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{
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byte[] bmsg = System.Text.Encoding.ASCII.GetBytes(msg + System.Environment.NewLine);
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Send(bmsg);
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}
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private void Send(RegionSyncMessage msg)
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{
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Send(msg.ToBytes());
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//m_log.WarnFormat("{0} Sent {1}", LogHeader, msg.ToString());
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}
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private void Send(byte[] data)
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{
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if (m_client.Connected)
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{
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try
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{
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m_client.GetStream().Write(data, 0, data.Length);
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m_messagesSent++;
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}
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// If there is a problem reading from the client, shut 'er down.
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// *** Still need to alert the module that it's no longer connected!
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catch
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{
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ShutdownClient();
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}
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}
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}
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#endregion SEND
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//KittyL: Has to define SendCoarseLocations() here, since it's defined in IRegionSyncClientModule.
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// But should not do much as being PhysEngine, not ClientManager
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public void SendCoarseLocations()
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{
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}
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// Handle an incoming message
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// Dan-TODO: This should not be synchronous with the receive!
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// Instead, handle messages from an incoming Queue so server doesn't block sending
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//
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// KittyL: This is the function that PhysEngine and ClientManager have the most different implementations
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private void HandleMessage(RegionSyncMessage msg)
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{
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//TO FINISH:
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SceneToPhysEngineSyncServer.PhysLogMessage(false, msg);
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switch (msg.Type)
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{
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case RegionSyncMessage.MsgType.RegionName:
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{
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return;
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}
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case RegionSyncMessage.MsgType.PhysUpdateAttributes:
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{
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HandlePhysUpdateAttributes(msg);
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return;
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}
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default:
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{
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RegionSyncMessage.HandleError(LogHeader, msg, String.Format("{0} Unsupported message type: {1}", LogHeader, ((int)msg.Type).ToString()));
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return;
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}
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}
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}
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/// <summary>
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/// The physics engine has some updates to the attributes. Unpack the parameters, find the
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/// correct PhysicsActor and plug in the new values;
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/// </summary>
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/// <param name="msg"></param>
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private void HandlePhysUpdateAttributes(RegionSyncMessage msg)
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{
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// TODO:
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OSDMap data = RegionSyncUtil.DeserializeMessage(msg, LogHeader);
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try
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{
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UUID uuid = data["uuid"].AsUUID();
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string actorID = data["actorID"].AsString();
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// m_log.DebugFormat("{0}: HandlPhysUpdateAttributes for {1}", LogHeader, uuid);
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PhysicsActor pa = FindPhysicsActor(uuid);
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if (pa != null)
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{
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// pa.Size = data["size"].AsVector3();
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pa.Position = data["position"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
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pa.Acceleration = data["acceleration"].AsVector3();
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pa.Torque = data["torque"].AsVector3();
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pa.Orientation = data["orientation"].AsQuaternion();
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pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
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pa.Flying = data["flying"].AsBoolean(); // receive??
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pa.Kinematic = data["kinematic"].AsBoolean(); // receive??
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pa.Buoyancy = (float)(data["buoyancy"].AsReal());
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SceneObjectPart sop = m_validLocalScene.GetSceneObjectPart(uuid);
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if (sop != null)
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{
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pa.Shape = sop.Shape;
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}
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pa.ChangingActorID = actorID;
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m_validLocalScene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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else
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{
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m_log.WarnFormat("{0}: attribute update for unknown uuid {1}", LogHeader, uuid);
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return;
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}
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0}: EXCEPTION processing UpdateAttributes: {1}", LogHeader, e);
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return;
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}
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return;
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}
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// Find the physics actor whether it is an object or a scene presence
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private PhysicsActor FindPhysicsActor(UUID uuid)
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{
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SceneObjectPart sop = m_validLocalScene.GetSceneObjectPart(uuid);
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if (sop != null)
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{
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return sop.PhysActor;
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}
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ScenePresence sp = m_validLocalScene.GetScenePresence(uuid);
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if (sp != null)
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{
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return sp.PhysicsActor;
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}
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return null;
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}
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public void SendPhysUpdateAttributes(PhysicsActor pa)
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{
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// m_log.DebugFormat("{0}: SendPhysUpdateAttributes for {1}", LogHeader, pa.UUID);
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OSDMap data = new OSDMap(17);
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data["time"] = OSD.FromString(DateTime.Now.ToString("yyyyMMddHHmmssfff"));
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data["localID"] = OSD.FromUInteger(pa.LocalID);
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data["uuid"] = OSD.FromUUID(pa.UUID);
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data["actorID"] = OSD.FromString(RegionSyncServerModule.ActorID);
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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["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["buoyancy"] = OSD.FromReal(pa.Buoyancy);
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data["isColliding"] = OSD.FromBoolean(pa.IsColliding);
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data["isCollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.PhysUpdateAttributes,
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OSDParser.SerializeJsonString(data));
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Send(rsm);
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return;
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}
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#region Utility functions
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private OSDMap GetOSDMap(string strdata)
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{
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OSDMap args = null;
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OSD buffer = OSDParser.DeserializeJson(strdata);
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if (buffer.Type == OSDType.Map)
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{
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args = (OSDMap)buffer;
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return args;
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}
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return null;
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}
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HashSet<string> exceptions = new HashSet<string>();
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private OSDMap DeserializeMessage(RegionSyncMessage msg)
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{
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OSDMap data = null;
|
||||
try
|
||||
{
|
||||
data = OSDParser.DeserializeJson(Encoding.ASCII.GetString(msg.Data, 0, msg.Length)) as OSDMap;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
lock (exceptions)
|
||||
// If this is a new message, then print the underlying data that caused it
|
||||
if (!exceptions.Contains(e.Message))
|
||||
m_log.Error(LogHeader + " " + Encoding.ASCII.GetString(msg.Data, 0, msg.Length));
|
||||
data = null;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public string GetServerAddressAndPort()
|
||||
{
|
||||
return m_addr.ToString() + ":" + m_port.ToString();
|
||||
}
|
||||
|
||||
#endregion Utility functions
|
||||
|
||||
#region Handlers for Scene events
|
||||
|
||||
private void HandleAddOrUpdateObjectInLocalScene(RegionSyncMessage msg)
|
||||
{
|
||||
// TODO: modify for physics
|
||||
OSDMap data = DeserializeMessage(msg);
|
||||
/*
|
||||
if (data["locX"] == null || data["locY"] == null || data["sogXml"] == null)
|
||||
{
|
||||
m_log.Warn(LogHeader + ": parameters missing in NewObject/UpdatedObject message, need to have locX, locY, sogXml");
|
||||
return;
|
||||
}
|
||||
* */
|
||||
uint locX = data["locX"].AsUInteger();
|
||||
uint locY = data["locY"].AsUInteger();
|
||||
string sogxml = data["sogXml"].AsString();
|
||||
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
|
||||
|
||||
}
|
||||
|
||||
#endregion Handlers for events/updates from Scene
|
||||
|
||||
}
|
||||
}
|
|
@ -1,472 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Client;
|
||||
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using log4net;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||
{
|
||||
//The connector that connects the local Scene (cache) and remote authoratative Scene
|
||||
public class PhysEngineToSceneConnectorModule : IRegionModule, IPhysEngineToSceneConnectorModule, ICommandableModule
|
||||
{
|
||||
#region PhysEngineToSceneConnectorModule members and functions
|
||||
|
||||
private static int m_activeActors = 0;
|
||||
private bool m_active = false;
|
||||
private string m_serveraddr;
|
||||
private int m_serverport;
|
||||
private Scene m_scene;
|
||||
private static List<Scene> m_allScenes = new List<Scene>();
|
||||
private ILog m_log;
|
||||
private Object m_client_lock = new Object();
|
||||
//private PhysEngineToSceneConnector m_scriptEngineToSceneConnector = null;
|
||||
private IConfig m_syncConfig = null;
|
||||
public IConfig SyncConfig { get { return m_syncConfig; } }
|
||||
private bool m_debugWithViewer = false;
|
||||
public bool DebugWithViewer { get { return m_debugWithViewer; } }
|
||||
private string m_regionSyncMode = "";
|
||||
|
||||
//Variables relavant for multi-scene subscription.
|
||||
private Dictionary<string, PhysEngineToSceneConnector> m_PEToSceneConnectors = new Dictionary<string, PhysEngineToSceneConnector>(); //connector for each auth. scene
|
||||
private string LogHeader = "[PhysEngineToSceneConnectorModule]";
|
||||
private PhysEngineToSceneConnector m_idlePEToSceneConnector = null;
|
||||
private PhysEngineToSceneConnector m_physEngineToSceneConnector = null;
|
||||
|
||||
//quark information
|
||||
//private int QuarkInfo.SizeX;
|
||||
//private int QuarkInfo.SizeY;
|
||||
//private string m_quarkListString;
|
||||
private string m_subscriptionSpaceString;
|
||||
|
||||
#endregion PhysEngineToSceneConnectorModule members and functions
|
||||
|
||||
#region IRegionModule Members
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource config)
|
||||
{
|
||||
m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
m_active = false; //set to false unless this is the valid local scene
|
||||
|
||||
//Read in configuration
|
||||
IConfig syncConfig = config.Configs["RegionSyncModule"];
|
||||
if (syncConfig != null
|
||||
&& syncConfig.GetBoolean("Enabled", false)
|
||||
// && syncConfig.GetString("Mode", "").ToLower() == "client"
|
||||
&& syncConfig.GetBoolean("PhysEngineClient", false)
|
||||
)
|
||||
{
|
||||
//scene.RegionSyncEnabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//scene.RegionSyncEnabled = false;
|
||||
m_log.Warn(LogHeader + ": Not in physics engine client mode. Shutting down.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_active = true;
|
||||
m_activeActors++;
|
||||
|
||||
m_log.Debug(LogHeader + " Init PEToSceneConnectorModule, for local scene " + scene.RegionInfo.RegionName);
|
||||
|
||||
m_scene = scene;
|
||||
m_scene.RegisterModuleInterface<IPhysEngineToSceneConnectorModule>(this);
|
||||
m_syncConfig = syncConfig;
|
||||
m_debugWithViewer = syncConfig.GetBoolean("PhysEngineDebugWithViewer", false);
|
||||
|
||||
//read in the quark size information
|
||||
//QuarkInfo.SizeX = syncConfig.GetInt("QuarkSizeX", (int)Constants.RegionSize);
|
||||
//QuarkInfo.SizeY = syncConfig.GetInt("QuarkSizeY", (int)Constants.RegionSize);
|
||||
QuarkInfo.SizeX = syncConfig.GetInt("QuarkSizeX", (int)Constants.RegionSize);
|
||||
QuarkInfo.SizeY = syncConfig.GetInt("QuarkSizeY", (int)Constants.RegionSize);
|
||||
|
||||
//m_quarkListString = syncConfig.GetString("InitQuarkSet", ""); //if not specified, dost not subscribe to any quark
|
||||
//if (m_quarkListString.Equals("all"))
|
||||
//{
|
||||
// m_quarkListString = RegionSyncUtil.QuarkStringListToString(RegionSyncUtil.GetAllQuarkStringInScene(QuarkInfo.SizeX, QuarkInfo.SizeY));
|
||||
//}
|
||||
m_subscriptionSpaceString = syncConfig.GetString("InitSubscriptionSpace", "0_0,256_256");
|
||||
|
||||
|
||||
// Setup the command line interface
|
||||
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
|
||||
InstallInterfaces();
|
||||
|
||||
m_log.Warn(LogHeader + " Initialised");
|
||||
|
||||
// collect all the scenes for later routing
|
||||
if (!m_allScenes.Contains(scene))
|
||||
{
|
||||
m_allScenes.Add(scene);
|
||||
}
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
if (!m_active)
|
||||
return;
|
||||
|
||||
Start(); // fake a 'phys start' to get things going
|
||||
|
||||
//m_log.Warn(LogHeader + " Post-Initialised");
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
if (m_active)
|
||||
{
|
||||
}
|
||||
m_scene = null;
|
||||
m_active = false;
|
||||
m_activeActors--;
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "RegionSyncPhysEngineModule"; }
|
||||
}
|
||||
|
||||
public bool IsSharedModule
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region ICommandableModule Members
|
||||
private readonly Commander m_commander = new Commander("phys");
|
||||
public ICommander CommandInterface
|
||||
{
|
||||
get { return m_commander; }
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region IPhysEngineToSceneConnectorModule members
|
||||
|
||||
|
||||
public bool Active
|
||||
{
|
||||
get { return m_active; }
|
||||
}
|
||||
|
||||
public bool Synced
|
||||
{
|
||||
get
|
||||
{
|
||||
lock(m_client_lock)
|
||||
{
|
||||
return (m_PEToSceneConnectors.Count > 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IPhysEngineToSceneConnectorModule.IsPhysEngineActor()
|
||||
{
|
||||
return PhysEngineToSceneConnectorModule.IsPhysEngineActorS;
|
||||
}
|
||||
bool IPhysEngineToSceneConnectorModule.IsPhysEngineScene()
|
||||
{
|
||||
return PhysEngineToSceneConnectorModule.IsPhysEngineSceneS;
|
||||
}
|
||||
bool IPhysEngineToSceneConnectorModule.IsActivePhysEngineScene()
|
||||
{
|
||||
return PhysEngineToSceneConnectorModule.IsActivePhysEngineSceneS;
|
||||
}
|
||||
|
||||
public static bool IsPhysEngineSceneS
|
||||
{
|
||||
get { return SceneToPhysEngineSyncServer.IsPhysEngineScene2S(); }
|
||||
}
|
||||
public static bool IsActivePhysEngineSceneS
|
||||
{
|
||||
get { return SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S(); }
|
||||
}
|
||||
public static bool IsPhysEngineActorS
|
||||
{
|
||||
get { return (m_activeActors != 0); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The scene is unknown by ODE so we have to look through the scenes to
|
||||
/// find the one with this PhysicsActor so we can send the update.
|
||||
/// </summary>
|
||||
/// <param name="pa"></param>
|
||||
public static void RouteUpdate(PhysicsActor pa)
|
||||
{
|
||||
SceneObjectPart sop;
|
||||
ScenePresence sp;
|
||||
Scene s = null;
|
||||
foreach (Scene ss in m_allScenes)
|
||||
{
|
||||
try
|
||||
{
|
||||
sop = ss.GetSceneObjectPart(pa.UUID);
|
||||
}
|
||||
catch
|
||||
{
|
||||
sop = null;
|
||||
}
|
||||
if (sop != null)
|
||||
{
|
||||
s = ss;
|
||||
break;
|
||||
}
|
||||
try
|
||||
{
|
||||
sp = ss.GetScenePresence(pa.UUID);
|
||||
}
|
||||
catch
|
||||
{
|
||||
sp = null;
|
||||
}
|
||||
if (sp != null)
|
||||
{
|
||||
s = ss;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (s != null)
|
||||
{
|
||||
if (s.PhysEngineToSceneConnectorModule != null)
|
||||
{
|
||||
s.PhysEngineToSceneConnectorModule.SendUpdate(pa);
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("RouteUpdate: PhysEngineToSceneConnectorModule is null");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("RouteUpdate: no SOP found for {0}", pa.UUID);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Event Handlers
|
||||
#endregion
|
||||
|
||||
private void DebugSceneStats()
|
||||
{
|
||||
return;
|
||||
/*
|
||||
List<ScenePresence> avatars = m_scene.GetAvatars();
|
||||
List<EntityBase> entities = m_scene.GetEntities();
|
||||
m_log.WarnFormat("{0} There are {1} avatars and {2} entities in the scene", LogHeader, avatars.Count, entities.Count);
|
||||
*/
|
||||
}
|
||||
|
||||
public void SendUpdate(PhysicsActor pa)
|
||||
{
|
||||
if (this.m_physEngineToSceneConnector != null)
|
||||
{
|
||||
this.m_physEngineToSceneConnector.SendPhysUpdateAttributes(pa);
|
||||
}
|
||||
}
|
||||
|
||||
#region Console Command Interface
|
||||
//IMPORTANT: these functions should only be actived for the PhysEngineToSceneConnectorModule that is associated with the valid local scene
|
||||
|
||||
private void InstallInterfaces()
|
||||
{
|
||||
Command cmdSyncStart = new Command("start", CommandIntentions.COMMAND_HAZARDOUS, SyncStart, "Begins synchronization with RegionSyncServer.");
|
||||
//cmdSyncStart.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
|
||||
|
||||
Command cmdSyncStop = new Command("stop", CommandIntentions.COMMAND_HAZARDOUS, SyncStop, "Stops synchronization with RegionSyncServer.");
|
||||
//cmdSyncStop.AddArgument("server_address", "The IP address of the server to synchronize with", "String");
|
||||
//cmdSyncStop.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
|
||||
|
||||
Command cmdSyncStatus = new Command("status", CommandIntentions.COMMAND_HAZARDOUS, SyncStatus, "Displays synchronization status.");
|
||||
|
||||
//The following two commands are more for easier debugging purpose
|
||||
Command cmdSyncSetQuarks = new Command("quarkSpace", CommandIntentions.COMMAND_HAZARDOUS, SetQuarkList, "Set the set of quarks to subscribe to. For debugging purpose. Should be issued before \"sync start\"");
|
||||
cmdSyncSetQuarks.AddArgument("quarkSpace", "The (rectangle) space of quarks to subscribe, represented by x0_y0,x1_y1, the left-bottom and top-right corners of the rectangel space", "String");
|
||||
|
||||
Command cmdSyncSetQuarkSize = new Command("quarksize", CommandIntentions.COMMAND_HAZARDOUS, SetQuarkSize, "Set the size of each quark. For debugging purpose. Should be issued before \"sync quarks\"");
|
||||
cmdSyncSetQuarkSize.AddArgument("quarksizeX", "The size on x axis of each quark", "Integer");
|
||||
cmdSyncSetQuarkSize.AddArgument("quarksizeY", "The size on y axis of each quark", "Integer");
|
||||
|
||||
m_commander.RegisterCommand("start", cmdSyncStart);
|
||||
m_commander.RegisterCommand("stop", cmdSyncStop);
|
||||
m_commander.RegisterCommand("status", cmdSyncStatus);
|
||||
m_commander.RegisterCommand("quarkSpace", cmdSyncSetQuarks);
|
||||
|
||||
lock (m_scene)
|
||||
{
|
||||
// Add this to our scene so scripts can call these functions
|
||||
m_scene.RegisterModuleCommander(m_commander);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Processes commandline input. Do not call directly.
|
||||
/// </summary>
|
||||
/// <param name="args">Commandline arguments</param>
|
||||
private void EventManager_OnPluginConsole(string[] args)
|
||||
{
|
||||
if (args[0] == "phys")
|
||||
{
|
||||
if (args.Length == 1)
|
||||
{
|
||||
m_commander.ProcessConsoleCommand("help", new string[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
string[] tmpArgs = new string[args.Length - 2];
|
||||
int i;
|
||||
for (i = 2; i < args.Length; i++)
|
||||
tmpArgs[i - 2] = args[i];
|
||||
|
||||
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
|
||||
}
|
||||
}
|
||||
|
||||
private void SyncStart(Object[] args)
|
||||
{
|
||||
Start();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_serveraddr = m_scene.RegionInfo.PhysicsSyncServerAddress;
|
||||
m_serverport = m_scene.RegionInfo.PhysicsSyncServerPort;
|
||||
|
||||
lock (m_client_lock)
|
||||
{
|
||||
//m_log.Warn(LogHeader + " Starting synchronization");
|
||||
m_log.Warn(LogHeader + ": Starting RegionSyncPhysEngine");
|
||||
|
||||
//Only one remote scene to connect to. Subscribe to whatever specified in the config file.
|
||||
//List<string> quarkStringList = RegionSyncUtil.QuarkStringToStringList(m_quarkListString);
|
||||
//InitPhysEngineToSceneConnector(quarkStringList);
|
||||
InitPhysEngineToSceneConnector(m_subscriptionSpaceString);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetQuarkList(Object[] args)
|
||||
{
|
||||
m_subscriptionSpaceString = (string)args[0];
|
||||
|
||||
InitPhysEngineToSceneConnector(m_subscriptionSpaceString);
|
||||
}
|
||||
|
||||
private void SetQuarkSize(Object[] args)
|
||||
{
|
||||
QuarkInfo.SizeX = (int)args[0];
|
||||
QuarkInfo.SizeY = (int)args[1];
|
||||
|
||||
}
|
||||
|
||||
private void InitPhysEngineToSceneConnector(string space)
|
||||
{
|
||||
|
||||
m_physEngineToSceneConnector = new PhysEngineToSceneConnector(m_scene,
|
||||
m_serveraddr, m_serverport, m_debugWithViewer, /* space,*/ m_syncConfig);
|
||||
if (m_physEngineToSceneConnector.Start())
|
||||
{
|
||||
m_PEToSceneConnectors.Add(m_scene.RegionInfo.RegionName, m_physEngineToSceneConnector);
|
||||
}
|
||||
}
|
||||
|
||||
private void SyncStop(Object[] args)
|
||||
{
|
||||
lock (m_client_lock)
|
||||
{
|
||||
//if (m_scriptEngineToSceneConnector == null)
|
||||
if(m_PEToSceneConnectors.Count==0 && m_idlePEToSceneConnector==null)
|
||||
{
|
||||
m_log.Warn(LogHeader + " Already stopped");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_PEToSceneConnectors.Count > 0)
|
||||
{
|
||||
foreach (KeyValuePair<string, PhysEngineToSceneConnector> valPair in m_PEToSceneConnectors)
|
||||
{
|
||||
PhysEngineToSceneConnector connector = valPair.Value;
|
||||
if (connector == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
connector.Stop();
|
||||
}
|
||||
m_PEToSceneConnectors.Clear();
|
||||
}
|
||||
else if (m_idlePEToSceneConnector != null)
|
||||
{
|
||||
m_idlePEToSceneConnector.Stop();
|
||||
m_idlePEToSceneConnector = null;
|
||||
}
|
||||
|
||||
//m_scriptEngineToSceneConnector.Stop();
|
||||
//m_scriptEngineToSceneConnector = null;
|
||||
m_log.Warn(LogHeader+": Stopping synchronization");
|
||||
}
|
||||
|
||||
//save script state and stop script instances
|
||||
// TODO: Load balancing. next line commented out to compile
|
||||
// m_scene.EventManager.TriggerPhysEngineSyncStop();
|
||||
//remove all objects
|
||||
m_scene.DeleteAllSceneObjects();
|
||||
|
||||
}
|
||||
|
||||
private void SyncStatus(Object[] args)
|
||||
{
|
||||
lock (m_client_lock)
|
||||
{
|
||||
if (m_PEToSceneConnectors.Count == 0)
|
||||
{
|
||||
m_log.Warn(LogHeader + " Not currently synchronized");
|
||||
return;
|
||||
}
|
||||
foreach (KeyValuePair<string, PhysEngineToSceneConnector> pair in m_PEToSceneConnectors)
|
||||
{
|
||||
PhysEngineToSceneConnector sceneConnector = pair.Value;
|
||||
sceneConnector.ReportStatus();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -601,7 +601,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
|
||||
{
|
||||
m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
|
||||
// m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
|
||||
}
|
||||
|
||||
public virtual void AttachObject(uint localID, Quaternion rotation, byte attachPoint, UUID ownerID)
|
||||
|
|
|
@ -190,6 +190,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
m_sceneToSESyncServer.Start();
|
||||
}
|
||||
|
||||
/*
|
||||
m_peSyncServeraddr = m_scene.RegionInfo.PhysicsSyncServerAddress;
|
||||
m_peSyncServerport = m_scene.RegionInfo.PhysicsSyncServerPort;
|
||||
if (!m_peSyncServeraddr.Equals(IPAddrUnknown) && m_peSyncServerport != PortUnknown)
|
||||
|
@ -199,6 +200,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
m_sceneToPESyncServer = new SceneToPhysEngineSyncServer(m_scene, m_peSyncServeraddr, m_peSyncServerport);
|
||||
m_sceneToPESyncServer.Start();
|
||||
}
|
||||
*/
|
||||
//m_log.Warn("[REGION SYNC SERVER MODULE] Post-Initialised");
|
||||
}
|
||||
|
||||
|
@ -520,11 +522,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
private int m_seSyncServerport;
|
||||
private SceneToScriptEngineSyncServer m_sceneToSESyncServer = null;
|
||||
|
||||
//Sync-server for physics engine
|
||||
private string m_peSyncServeraddr;
|
||||
private int m_peSyncServerport;
|
||||
private SceneToPhysEngineSyncServer m_sceneToPESyncServer = null;
|
||||
|
||||
//a boolean variable to indicate in symmetric sync is configured
|
||||
//private bool m_symsync = false;
|
||||
|
||||
|
|
|
@ -1,559 +0,0 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Scenes.Serialization;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||
{
|
||||
|
||||
|
||||
|
||||
//KittyL: NOTE -- We need to define an interface for all actors to connect into the Scene,
|
||||
// e.g. IActorConnector, that runs on the Scene side, processes messages from actors,
|
||||
// and apply Scene/Object operations.
|
||||
|
||||
// The SceneToPhysEngineConnector acts as a thread on the RegionSyncServer to handle incoming
|
||||
// messages from PhysEngineToSceneConnectors that run on Physics Engines. It connects the
|
||||
// authoratative Scene with remote script engines.
|
||||
public class SceneToPhysEngineConnector
|
||||
{
|
||||
#region SceneToPhysEngineConnector members
|
||||
|
||||
object stats = new object();
|
||||
private DateTime lastStatTime;
|
||||
private long msgsIn;
|
||||
private long msgsOut;
|
||||
private long bytesIn;
|
||||
private long bytesOut;
|
||||
private long pollBlocks;
|
||||
private int lastTotalCount;
|
||||
private int lastLocalCount;
|
||||
private int lastRemoteCount;
|
||||
|
||||
private int msgCount = 0;
|
||||
|
||||
// The TcpClient this view uses to communicate with its RegionSyncClient
|
||||
private TcpClient m_tcpclient;
|
||||
// Set the addr and port for TcpListener
|
||||
private IPAddress m_addr;
|
||||
private Int32 m_port;
|
||||
private int m_connection_number;
|
||||
private Scene m_scene;
|
||||
|
||||
object m_syncRoot = new object();
|
||||
Dictionary<UUID, RegionSyncAvatar> m_syncedAvatars = new Dictionary<UUID, RegionSyncAvatar>();
|
||||
|
||||
// A queue for incoming and outgoing traffic
|
||||
private OpenMetaverse.BlockingQueue<RegionSyncMessage> inbox = new OpenMetaverse.BlockingQueue<RegionSyncMessage>();
|
||||
private OpenMetaverse.BlockingQueue<RegionSyncMessage> outbox = new OpenMetaverse.BlockingQueue<RegionSyncMessage>();
|
||||
|
||||
private ILog m_log;
|
||||
|
||||
private Thread m_receive_loop;
|
||||
private string m_regionName;
|
||||
|
||||
private SceneToPhysEngineSyncServer m_syncServer = null;
|
||||
|
||||
// A string of the format [REGION SYNC SCRIPT API (regionname)] for use in log headers
|
||||
private string LogHeader
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_regionName == null)
|
||||
return String.Format("[SceneToPhysEngineConnector #{0}]", m_connection_number);
|
||||
return String.Format("[SceneToPhysEngineConnector #{0} ({1:10})]", m_connection_number, m_regionName);
|
||||
}
|
||||
}
|
||||
|
||||
// A string of the format "RegionSyncClientView #X" for use in describing the object itself
|
||||
public string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_regionName == null)
|
||||
return String.Format("RegionSyncPhysAPI #{0}", m_connection_number);
|
||||
return String.Format("RegionSyncPhysAPI #{0} ({1:10})", m_connection_number, m_regionName);
|
||||
}
|
||||
}
|
||||
|
||||
public int ConnectionNum
|
||||
{
|
||||
get { return m_connection_number; }
|
||||
}
|
||||
|
||||
public string GetStats()
|
||||
{
|
||||
string ret;
|
||||
//lock (m_syncRoot)
|
||||
// syncedAvCount = m_syncedAvatars.Count;
|
||||
lock (stats)
|
||||
{
|
||||
double secondsSinceLastStats = DateTime.Now.Subtract(lastStatTime).TotalSeconds;
|
||||
lastStatTime = DateTime.Now;
|
||||
|
||||
// ret = String.Format("[{0,4}/{1,4}], [{2,4}/{3,4}], [{4,4}/{5,4}], [{6,4} ({7,4})], [{8,8} ({9,8:00.00})], [{10,4} ({11,4})], [{12,8} ({13,8:00.00})], [{14,8} ({15,4}]",
|
||||
ret = String.Format("[{0,4}/{1,4}], [{2,6}/{3,6}], [{4,4}/{5,4}], [{6,6} ({7,6})], [{8,4} ({9,4})]",
|
||||
//lastTotalCount, totalAvCount, // TOTAL AVATARS
|
||||
//lastLocalCount, syncedAvCount, // LOCAL TO THIS CLIENT VIEW
|
||||
//lastRemoteCount, totalAvCount - syncedAvCount, // REMOTE (SHOULD = TOTAL - LOCAL)
|
||||
msgsIn, (int)(msgsIn / secondsSinceLastStats),
|
||||
bytesIn, 8 * (bytesIn / secondsSinceLastStats / 1000000), // IN
|
||||
msgsOut, (int)(msgsOut / secondsSinceLastStats),
|
||||
bytesOut, 8 * (bytesOut / secondsSinceLastStats / 1000000), // OUT
|
||||
pollBlocks, (int)(pollBlocks / secondsSinceLastStats)); // NUMBER OF TIMES WE BLOCKED WRITING TO SOCKET
|
||||
|
||||
msgsIn = msgsOut = bytesIn = bytesOut = pollBlocks = 0;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Check if the client is connected
|
||||
public bool Connected
|
||||
{ get { return m_tcpclient.Connected; } }
|
||||
|
||||
//private int QuarkInfo.SizeX;
|
||||
//private int QuarkInfo.SizeY;
|
||||
//private List<QuarkInfo> m_quarkSubscriptions;
|
||||
Dictionary<string, QuarkInfo> m_quarkSubscriptions;
|
||||
public Dictionary<string, QuarkInfo> QuarkSubscriptionList
|
||||
{
|
||||
get { return m_quarkSubscriptions; }
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
// Constructor
|
||||
public SceneToPhysEngineConnector(int num, Scene scene, TcpClient client, SceneToPhysEngineSyncServer syncServer)
|
||||
{
|
||||
m_connection_number = num;
|
||||
m_scene = scene;
|
||||
m_tcpclient = client;
|
||||
m_addr = ((IPEndPoint)client.Client.RemoteEndPoint).Address;
|
||||
m_port = ((IPEndPoint)client.Client.RemoteEndPoint).Port;
|
||||
m_syncServer = syncServer;
|
||||
|
||||
//QuarkInfo.SizeX = quarkSizeX;
|
||||
//QuarkInfo.SizeY = quarkSizeY;
|
||||
|
||||
m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
//m_log.WarnFormat("{0} Constructed", LogHeader);
|
||||
|
||||
//Register for events from Scene.EventManager
|
||||
//m_scene.EventManager.OnRezScript += SEConnectorOnRezScript;
|
||||
//m_scene.EventManager.OnScriptReset += SEConnectorOnScriptReset;
|
||||
//m_scene.EventManager.OnUpdateScript += SEConnectorOnUpdateScript;
|
||||
|
||||
// Create a thread for the receive loop
|
||||
m_receive_loop = new Thread(new ThreadStart(delegate() { ReceiveLoop(); }));
|
||||
m_receive_loop.Name = Description;
|
||||
//m_log.WarnFormat("{0} Started thread: {1}", LogHeader, m_receive_loop.Name);
|
||||
m_receive_loop.Start();
|
||||
|
||||
//tell the remote script engine about the locX, locY of this authoritative scene
|
||||
// SendSceneLoc();
|
||||
m_log.DebugFormat("{0}: SceneToPhysEngineConnector initialized", LogHeader);
|
||||
}
|
||||
|
||||
// Stop the listening thread, disconnecting the RegionSyncPhysEngine
|
||||
public void Shutdown()
|
||||
{
|
||||
m_syncServer.RemoveSyncedPhysEngine(this);
|
||||
// m_scene.EventManager.OnChatFromClient -= EventManager_OnChatFromClient;
|
||||
// Abort ReceiveLoop Thread, close Socket and TcpClient
|
||||
m_receive_loop.Abort();
|
||||
m_tcpclient.Client.Close();
|
||||
m_tcpclient.Close();
|
||||
|
||||
//m_scene.EventManager.OnRezScript -= SEConnectorOnRezScript;
|
||||
//m_scene.EventManager.OnScriptReset -= SEConnectorOnScriptReset;
|
||||
//m_scene.EventManager.OnUpdateScript -= SEConnectorOnUpdateScript;
|
||||
}
|
||||
|
||||
#region Send/Receive messages to/from the remote Physics Engine
|
||||
|
||||
// Listen for messages from a RegionSyncClient
|
||||
// *** This is the main thread loop for each connected client
|
||||
private void ReceiveLoop()
|
||||
{
|
||||
//m_scene.EventManager.OnChatFromClient += new EventManager.ChatFromClientEvent(EventManager_OnChatFromClient);
|
||||
|
||||
// Reset stats and time
|
||||
lastStatTime = DateTime.Now;
|
||||
msgsIn = msgsOut = bytesIn = bytesOut = 0;
|
||||
|
||||
try
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
RegionSyncMessage msg = GetMessage();
|
||||
lock (stats)
|
||||
{
|
||||
msgsIn++;
|
||||
bytesIn += msg.Length;
|
||||
}
|
||||
lock (m_syncRoot)
|
||||
HandleMessage(msg);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: has disconnected: {1}", LogHeader, e.Message);
|
||||
}
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
// Get a message from the RegionSyncClient
|
||||
private RegionSyncMessage GetMessage()
|
||||
{
|
||||
// Get a RegionSyncMessager from the incoming stream
|
||||
RegionSyncMessage msg = new RegionSyncMessage(m_tcpclient.GetStream());
|
||||
//m_log.WarnFormat("{0} Received {1}", LogHeader, msg.ToString());
|
||||
return msg;
|
||||
}
|
||||
|
||||
// Handle an incoming message
|
||||
// *** Perhaps this should not be synchronous with the receive
|
||||
// We could handle messages from an incoming Queue
|
||||
private void HandleMessage(RegionSyncMessage msg)
|
||||
{
|
||||
SceneToPhysEngineSyncServer.PhysLogMessage(true, msg);
|
||||
msgCount++;
|
||||
//string handlerMessage = "";
|
||||
switch (msg.Type)
|
||||
{
|
||||
case RegionSyncMessage.MsgType.ActorStop:
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
return;
|
||||
/*
|
||||
case RegionSyncMessage.MsgType.LoadBalanceRequest:
|
||||
{
|
||||
m_syncServer.HandleLoadBalanceRequest(this);
|
||||
return;
|
||||
}
|
||||
|
||||
case RegionSyncMessage.MsgType.ActorStatus:
|
||||
{
|
||||
string status = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
ActorStatus actorStatus = (ActorStatus)Convert.ToInt32(status);
|
||||
if (actorStatus == ActorStatus.Sync)
|
||||
{
|
||||
m_log.Debug(LogHeader + ": received ActorStatus " + actorStatus.ToString());
|
||||
m_syncServer.AddSyncedPhysEngine(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Warn(LogHeader + ": not supposed to received RegionSyncMessage.MsgType.ActorStatus==" + status.ToString());
|
||||
}
|
||||
return;
|
||||
}
|
||||
*/
|
||||
|
||||
case RegionSyncMessage.MsgType.PhysTerseUpdate:
|
||||
{
|
||||
HandlePhysTerseUpdate(msg);
|
||||
return;
|
||||
}
|
||||
case RegionSyncMessage.MsgType.PhysOutOfBounds:
|
||||
{
|
||||
HandlePhysOutOfBounds(msg);
|
||||
return;
|
||||
}
|
||||
case RegionSyncMessage.MsgType.PhysCollisionUpdate:
|
||||
{
|
||||
HandlePhysCollisionUpdate(msg);
|
||||
return;
|
||||
}
|
||||
case RegionSyncMessage.MsgType.PhysUpdateAttributes:
|
||||
{
|
||||
HandlePhysUpdateAttributes(msg);
|
||||
return;
|
||||
}
|
||||
default:
|
||||
{
|
||||
m_log.WarnFormat("{0} Unable to handle unsupported message type", LogHeader);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandlePhysTerseUpdate(RegionSyncMessage msg)
|
||||
{
|
||||
OSDMap data = RegionSyncUtil.DeserializeMessage(msg, LogHeader);
|
||||
try
|
||||
{
|
||||
UUID uuid = data["uuid"].AsUUID();
|
||||
// m_log.DebugFormat("{0}: received PhysUpdateAttributes for {1}", LogHeader, uuid);
|
||||
PhysicsActor pa = FindPhysicsActor(uuid);
|
||||
if (pa != null)
|
||||
{
|
||||
pa.RequestPhysicsterseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: terse update for unknown uuid {1}", LogHeader, uuid);
|
||||
return;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: EXCEPTION processing PhysTerseUpdate: {1}", LogHeader, e);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
private void HandlePhysOutOfBounds(RegionSyncMessage msg)
|
||||
{
|
||||
// TODO:
|
||||
return;
|
||||
}
|
||||
|
||||
private void HandlePhysCollisionUpdate(RegionSyncMessage msg)
|
||||
{
|
||||
// TODO:
|
||||
return;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The physics engine has some updates to the attributes. Unpack the parameters, find the
|
||||
/// correct PhysicsActor and plug in the new values;
|
||||
/// </summary>
|
||||
/// <param name="msg"></param>
|
||||
private void HandlePhysUpdateAttributes(RegionSyncMessage msg)
|
||||
{
|
||||
OSDMap data = RegionSyncUtil.DeserializeMessage(msg, LogHeader);
|
||||
try
|
||||
{
|
||||
UUID uuid = data["uuid"].AsUUID();
|
||||
string actorID = data["actorID"].AsString();
|
||||
// m_log.DebugFormat("{0}: received PhysUpdateAttributes for {1}", LogHeader, uuid);
|
||||
PhysicsActor pa = FindPhysicsActor(uuid);
|
||||
if (pa != null)
|
||||
{
|
||||
pa.Size = data["size"].AsVector3();
|
||||
pa.Position = data["position"].AsVector3();
|
||||
pa.Force = data["force"].AsVector3();
|
||||
pa.Velocity = data["velocity"].AsVector3();
|
||||
pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
|
||||
pa.Acceleration = data["acceleration"].AsVector3();
|
||||
pa.Torque = data["torque"].AsVector3();
|
||||
pa.Orientation = data["orientation"].AsQuaternion();
|
||||
pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
|
||||
pa.Flying = data["flying"].AsBoolean(); // receive??
|
||||
pa.Kinematic = data["kinematic"].AsBoolean(); // receive??
|
||||
pa.Buoyancy = (float)(data["buoyancy"].AsReal());
|
||||
pa.CollidingGround = data["isCollidingGround"].AsBoolean();
|
||||
pa.IsColliding = data["isCollidingGround"].AsBoolean();
|
||||
pa.ChangingActorID = actorID;
|
||||
|
||||
pa.RequestPhysicsterseUpdate(); // tell the system the values have changed
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: attribute update for unknown uuid {1}", LogHeader, uuid);
|
||||
return;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: EXCEPTION processing UpdateAttributes: {1}", LogHeader, e);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the physics actor whether it is an object or a scene presence
|
||||
private PhysicsActor FindPhysicsActor(UUID uuid)
|
||||
{
|
||||
SceneObjectPart sop = m_scene.GetSceneObjectPart(uuid);
|
||||
if (sop != null)
|
||||
{
|
||||
return sop.PhysActor;
|
||||
}
|
||||
ScenePresence sp = m_scene.GetScenePresence(uuid);
|
||||
if (sp != null)
|
||||
{
|
||||
return sp.PhysicsActor;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SendPhysUpdateAttributes(PhysicsActor pa)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: sending PhysUpdateAttributes for {1}", LogHeader, pa.UUID);
|
||||
OSDMap data = new OSDMap(15);
|
||||
data["time"] = OSD.FromString(DateTime.Now.ToString("yyyyMMddHHmmssfff"));
|
||||
data["localID"] = OSD.FromUInteger(pa.LocalID);
|
||||
data["uuid"] = OSD.FromUUID(pa.UUID);
|
||||
data["actorID"] = OSD.FromString(RegionSyncServerModule.ActorID);
|
||||
data["size"] = OSD.FromVector3(pa.Size);
|
||||
data["position"] = OSD.FromVector3(pa.Position);
|
||||
data["force"] = OSD.FromVector3(pa.Force);
|
||||
data["velocity"] = OSD.FromVector3(pa.Velocity);
|
||||
data["rotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
|
||||
data["acceleration"] = OSD.FromVector3(pa.Acceleration);
|
||||
data["torque"] = OSD.FromVector3(pa.Torque);
|
||||
data["orientation"] = OSD.FromQuaternion(pa.Orientation);
|
||||
data["isPhysical"] = OSD.FromBoolean(pa.IsPhysical);
|
||||
data["flying"] = OSD.FromBoolean(pa.Flying);
|
||||
data["buoyancy"] = OSD.FromReal(pa.Buoyancy);
|
||||
// data["isColliding"] = OSD.FromBoolean(pa.IsColliding);
|
||||
// data["isCollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
|
||||
|
||||
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.PhysUpdateAttributes,
|
||||
OSDParser.SerializeJsonString(data));
|
||||
Send(rsm);
|
||||
return;
|
||||
}
|
||||
|
||||
//For simplicity, we assume the subscription sent by PhysEngine is legistimate (no overlapping with other script engines, etc)
|
||||
private void HandleQuarkSubscription(RegionSyncMessage msg)
|
||||
{
|
||||
string quarkString = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
m_log.Debug(LogHeader + ": received quark-string: " + quarkString);
|
||||
|
||||
List<string> quarkStringList = RegionSyncUtil.QuarkStringToStringList(quarkString);
|
||||
//m_quarkSubscriptions = RegionSyncUtil.GetQuarkInfoList(quarkStringList, QuarkInfo.SizeX, QuarkInfo.SizeY);
|
||||
List<QuarkInfo> quarkList = RegionSyncUtil.GetQuarkInfoList(quarkStringList);
|
||||
m_syncServer.RegisterQuarkSubscription(quarkList, this);
|
||||
|
||||
m_quarkSubscriptions = new Dictionary<string, QuarkInfo>();
|
||||
foreach (QuarkInfo quark in quarkList)
|
||||
{
|
||||
m_quarkSubscriptions.Add(quark.QuarkStringRepresentation, quark);
|
||||
}
|
||||
}
|
||||
|
||||
private RegionSyncMessage PrepareObjectUpdateMessage(RegionSyncMessage.MsgType msgType, SceneObjectGroup sog)
|
||||
{
|
||||
OSDMap data = new OSDMap(3);
|
||||
data["locX"] = OSD.FromUInteger(m_scene.RegionInfo.RegionLocX);
|
||||
data["locY"] = OSD.FromUInteger(m_scene.RegionInfo.RegionLocY);
|
||||
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
|
||||
data["sogXml"] = OSD.FromString(sogxml);
|
||||
|
||||
RegionSyncMessage rsm = new RegionSyncMessage(msgType, OSDParser.SerializeJsonString(data));
|
||||
return rsm;
|
||||
}
|
||||
|
||||
private void SendSceneLoc()
|
||||
{
|
||||
uint locX = m_scene.RegionInfo.RegionLocX;
|
||||
uint locY = m_scene.RegionInfo.RegionLocY;
|
||||
|
||||
OSDMap data = new OSDMap(2);
|
||||
data["locX"] = OSD.FromUInteger(locX);
|
||||
data["locY"] = OSD.FromUInteger(locY);
|
||||
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.SceneLocation, OSDParser.SerializeJsonString(data)));
|
||||
}
|
||||
|
||||
public void Send(RegionSyncMessage msg)
|
||||
{
|
||||
if (msg.Type == RegionSyncMessage.MsgType.AvatarAppearance)
|
||||
m_log.WarnFormat("{0} Sending AvatarAppearance to client manager", LogHeader);
|
||||
|
||||
Send(msg.ToBytes());
|
||||
}
|
||||
|
||||
private void Send(byte[] data)
|
||||
{
|
||||
if (m_tcpclient.Connected)
|
||||
{
|
||||
try
|
||||
{
|
||||
lock (stats)
|
||||
{
|
||||
msgsOut++;
|
||||
bytesOut += data.Length;
|
||||
}
|
||||
m_tcpclient.GetStream().BeginWrite(data, 0, data.Length, ar =>
|
||||
{
|
||||
if (m_tcpclient.Connected)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_tcpclient.GetStream().EndWrite(ar);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.WarnFormat("{0} Write to output stream failed", LogHeader);
|
||||
}
|
||||
}
|
||||
}, null);
|
||||
}
|
||||
catch (IOException)
|
||||
{
|
||||
m_log.WarnFormat("{0} Physics Engine has disconnected.", LogHeader);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("{0} Attempt to send with no connection", LogHeader);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SendObjectUpdate(RegionSyncMessage.MsgType msgType, SceneObjectGroup sog)
|
||||
{
|
||||
Send(PrepareObjectUpdateMessage(msgType, sog));
|
||||
}
|
||||
|
||||
#endregion Send/Receive messages to/from the remote Physics Engine
|
||||
|
||||
#region Spacial query functions (should be eventually implemented within Scene)
|
||||
/*
|
||||
//This should be a function of Scene, but since we don't have the quark concept in Scene yet,
|
||||
//for now we implement it here.
|
||||
//Ideally, for quark based space representation, the Scene has a list of quarks, and each quark points
|
||||
//to a list of objects within that quark. Then it's much easier to return the right set of objects within
|
||||
//a certain space. (Or use DB that supports spatial queries.)
|
||||
List<SceneObjectGroup> GetObjectsInGivenSpace(Scene scene, Dictionary<string, QuarkInfo> quarkSubscriptions)
|
||||
{
|
||||
List<EntityBase> entities = m_scene.GetEntities();
|
||||
List<SceneObjectGroup> sogList = new List<SceneObjectGroup>();
|
||||
foreach (EntityBase e in entities)
|
||||
{
|
||||
if (e is SceneObjectGroup)
|
||||
{
|
||||
SceneObjectGroup sog = (SceneObjectGroup)e;
|
||||
string quarkID = RegionSyncUtil.GetQuarkIDByPosition(sog.AbsolutePosition);
|
||||
if (m_quarkSubscriptions.ContainsKey(quarkID))
|
||||
{
|
||||
sogList.Add(sog);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return sogList;
|
||||
}
|
||||
*/
|
||||
|
||||
#endregion
|
||||
|
||||
#region Load balancing functions
|
||||
/*
|
||||
public void SendLoadBalanceRejection(string response)
|
||||
{
|
||||
RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.LoadBalanceRejection, response);
|
||||
Send(msg);
|
||||
}
|
||||
*/
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -1,765 +0,0 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using log4net;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Region.Framework.Scenes.Serialization;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||
{
|
||||
//Information of a registered idle physics engine.
|
||||
//Note, this is a temporary solution to inlcude idle physics engines here.
|
||||
//In the future, there might be a independent load balaner that keeps track
|
||||
//of available idle hardware.
|
||||
public class IdlePhysEngineInfo
|
||||
{
|
||||
public TcpClient TClient;
|
||||
//public IPAddress PhysEngineIPAddr;
|
||||
//public int PhysEnginePort;
|
||||
public string ID;
|
||||
|
||||
//Will be used to store the overloaded PE that has send LB request and paired with this idle PE
|
||||
public SceneToPhysEngineConnector AwaitOverloadedSE=null;
|
||||
|
||||
public IdlePhysEngineInfo(TcpClient tclient)
|
||||
{
|
||||
if(tclient==null) return;
|
||||
TClient = tclient;
|
||||
IPAddress ipAddr = ((IPEndPoint)tclient.Client.RemoteEndPoint).Address;
|
||||
int port = ((IPEndPoint)tclient.Client.RemoteEndPoint).Port;
|
||||
ID = ipAddr.ToString()+":"+port;
|
||||
}
|
||||
}
|
||||
|
||||
//Here is the per actor type listening server for physics Engines.
|
||||
public class SceneToPhysEngineSyncServer : ISceneToPhysEngineServer, ICommandableModule
|
||||
{
|
||||
#region SceneToPhysEngineSyncServer members
|
||||
// Set the addr and port for TcpListener
|
||||
private IPAddress m_addr;
|
||||
private Int32 m_port;
|
||||
|
||||
//this field is only meaning for the QuarkInfo records on the Scene side
|
||||
private SceneToPhysEngineConnector m_peConnector=null;
|
||||
public SceneToPhysEngineConnector PEConnector
|
||||
{
|
||||
get { return m_peConnector; }
|
||||
set { m_peConnector = value; }
|
||||
}
|
||||
|
||||
private int peCounter;
|
||||
|
||||
// static counters that are used to compute global configuration state
|
||||
private static int m_syncServerInitialized = 0;
|
||||
private static int m_totalConnections = 0;
|
||||
private static List<Scene> m_allScenes = new List<Scene>();
|
||||
|
||||
// The local scene.
|
||||
private Scene m_scene;
|
||||
|
||||
private ILog m_log;
|
||||
|
||||
// The listener and the thread which listens for connections from client managers
|
||||
private TcpListener m_listener;
|
||||
private Thread m_listenerThread;
|
||||
|
||||
private object m_physEngineConnector_lock = new object();
|
||||
//private Dictionary<string, SceneToPhysEngineConnector> m_physEngineConnectors = new Dictionary<string, SceneToPhysEngineConnector>();
|
||||
private List<SceneToPhysEngineConnector> m_physEngineConnectors = new List<SceneToPhysEngineConnector>();
|
||||
// the last connector created
|
||||
private SceneToPhysEngineConnector m_sceneToPhysEngineConnector = null;
|
||||
|
||||
//list of idle physics engines that have registered.
|
||||
private List<IdlePhysEngineInfo> m_idlePhysEngineList = new List<IdlePhysEngineInfo>();
|
||||
|
||||
//List of all quarks, each using the concatenation of x,y values of its left-bottom corners,
|
||||
// where the x,y values are the offset position in the scene.
|
||||
private Dictionary<string, QuarkInfo> m_quarksInScene = new Dictionary<string, QuarkInfo>();
|
||||
|
||||
private string LogHeader = "[SCENE TO PHYS ENGINE SYNC SERVER]";
|
||||
|
||||
//Quark related info
|
||||
//private int QuarkInfo.SizeX;
|
||||
//private int QuarkInfo.SizeY;
|
||||
|
||||
#region ICommandableModule Members
|
||||
private readonly Commander m_commander = new Commander("phys");
|
||||
public ICommander CommandInterface
|
||||
{
|
||||
get { return m_commander; }
|
||||
}
|
||||
|
||||
private void InstallInterfaces()
|
||||
{
|
||||
// Command cmdSyncStart = new Command("start", CommandIntentions.COMMAND_HAZARDOUS, SyncStart, "Begins synchronization with RegionSyncServer.");
|
||||
//cmdSyncStart.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
|
||||
|
||||
// Command cmdSyncStop = new Command("stop", CommandIntentions.COMMAND_HAZARDOUS, SyncStop, "Stops synchronization with RegionSyncServer.");
|
||||
//cmdSyncStop.AddArgument("server_address", "The IP address of the server to synchronize with", "String");
|
||||
//cmdSyncStop.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
|
||||
|
||||
Command cmdSyncStatus = new Command("status", CommandIntentions.COMMAND_HAZARDOUS, SyncStatus, "Displays synchronization status.");
|
||||
|
||||
//The following two commands are more for easier debugging purpose
|
||||
// Command cmdSyncSetQuarks = new Command("quarkSpace", CommandIntentions.COMMAND_HAZARDOUS, SetQuarkList, "Set the set of quarks to subscribe to. For debugging purpose. Should be issued before \"sync start\"");
|
||||
// cmdSyncSetQuarks.AddArgument("quarkSpace", "The (rectangle) space of quarks to subscribe, represented by x0_y0,x1_y1, the left-bottom and top-right corners of the rectangel space", "String");
|
||||
|
||||
// Command cmdSyncSetQuarkSize = new Command("quarksize", CommandIntentions.COMMAND_HAZARDOUS, SetQuarkSize, "Set the size of each quark. For debugging purpose. Should be issued before \"sync quarks\"");
|
||||
// cmdSyncSetQuarkSize.AddArgument("quarksizeX", "The size on x axis of each quark", "Integer");
|
||||
// cmdSyncSetQuarkSize.AddArgument("quarksizeY", "The size on y axis of each quark", "Integer");
|
||||
|
||||
// m_commander.RegisterCommand("start", cmdSyncStart);
|
||||
// m_commander.RegisterCommand("stop", cmdSyncStop);
|
||||
m_commander.RegisterCommand("status", cmdSyncStatus);
|
||||
// m_commander.RegisterCommand("quarkSpace", cmdSyncSetQuarks);
|
||||
|
||||
lock (m_scene)
|
||||
{
|
||||
// Add this to our scene so scripts can call these functions
|
||||
m_scene.RegisterModuleCommander(m_commander);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes commandline input. Do not call directly.
|
||||
/// </summary>
|
||||
/// <param name="args">Commandline arguments</param>
|
||||
private void EventManager_OnPluginConsole(string[] args)
|
||||
{
|
||||
if (args[0] == "phys")
|
||||
{
|
||||
if (args.Length == 1)
|
||||
{
|
||||
m_commander.ProcessConsoleCommand("help", new string[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
string[] tmpArgs = new string[args.Length - 2];
|
||||
int i;
|
||||
for (i = 2; i < args.Length; i++)
|
||||
tmpArgs[i - 2] = args[i];
|
||||
|
||||
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
|
||||
}
|
||||
}
|
||||
|
||||
private void SyncStart(Object[] args)
|
||||
{
|
||||
return;
|
||||
}
|
||||
private void SyncStop(Object[] args)
|
||||
{
|
||||
return;
|
||||
}
|
||||
private void SyncStatus(Object[] args)
|
||||
{
|
||||
lock (m_physEngineConnector_lock)
|
||||
{
|
||||
if (m_physEngineConnectors.Count == 0)
|
||||
{
|
||||
m_log.Warn(LogHeader + " Not currently synchronized");
|
||||
return;
|
||||
}
|
||||
m_log.Warn(LogHeader + " Synchronized");
|
||||
foreach (SceneToPhysEngineConnector pec in m_physEngineConnectors)
|
||||
{
|
||||
m_log.Warn(pec.GetStats());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Check if any of the client views are in a connected state
|
||||
public bool IsPhysEngineScene() { return SceneToPhysEngineSyncServer.IsPhysEngineScene2S(); }
|
||||
public bool IsActivePhysEngineScene() { return SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S(); }
|
||||
public bool IsPhysEngineActor() { return SceneToPhysEngineSyncServer.IsPhysEngineActorS; }
|
||||
|
||||
public bool Synced
|
||||
{
|
||||
get { return (m_physEngineConnectors.Count > 0); }
|
||||
}
|
||||
public static bool IsPhysEngineSceneS
|
||||
{
|
||||
get { return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0); }
|
||||
}
|
||||
public static bool IsPhysEngineScene2S()
|
||||
{
|
||||
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0);
|
||||
}
|
||||
public static bool IsActivePhysEngineSceneS
|
||||
{
|
||||
get {
|
||||
System.Console.WriteLine("IsActivePhysEngineScene: si={0} tc={1}",
|
||||
SceneToPhysEngineSyncServer.m_syncServerInitialized,
|
||||
SceneToPhysEngineSyncServer.m_totalConnections);
|
||||
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0
|
||||
&& SceneToPhysEngineSyncServer.m_totalConnections > 0);
|
||||
}
|
||||
}
|
||||
public static bool IsActivePhysEngineScene2S()
|
||||
{
|
||||
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0
|
||||
&& SceneToPhysEngineSyncServer.m_totalConnections > 0);
|
||||
}
|
||||
public static bool IsPhysEngineActorS
|
||||
{
|
||||
get { return PhysEngineToSceneConnectorModule.IsPhysEngineActorS; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The scene is unknown by ODE so we have to look through the scenes to
|
||||
/// find the one with this PhysicsActor so we can send the update.
|
||||
/// </summary>
|
||||
/// <param name="pa"></param>
|
||||
public static void RouteUpdate(PhysicsActor pa)
|
||||
{
|
||||
SceneObjectPart sop = null;
|
||||
Scene s = null;
|
||||
foreach (Scene ss in m_allScenes)
|
||||
{
|
||||
try
|
||||
{
|
||||
sop = ss.GetSceneObjectPart(pa.UUID);
|
||||
}
|
||||
catch
|
||||
{
|
||||
sop = null;
|
||||
}
|
||||
if (sop != null)
|
||||
{
|
||||
s = ss;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
ScenePresence sp = ss.GetScenePresence(pa.UUID);
|
||||
if (sp != null)
|
||||
{
|
||||
s = ss;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (s != null)
|
||||
{
|
||||
if (s.SceneToPhysEngineSyncServer != null)
|
||||
{
|
||||
s.SceneToPhysEngineSyncServer.SendUpdate(pa);
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("RouteUpdate: SceneToPhysEngineSyncServer is not available");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("RouteUpdate: no SOP for update of {0}", pa.UUID);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
public void SendUpdate(PhysicsActor pa)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: SendUpdate for {1}", LogHeader, pa.LocalID);
|
||||
if (m_sceneToPhysEngineConnector != null)
|
||||
{
|
||||
this.m_sceneToPhysEngineConnector.SendPhysUpdateAttributes(pa);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Constructor
|
||||
public SceneToPhysEngineSyncServer(Scene scene, string addr, int port)
|
||||
{
|
||||
if (QuarkInfo.SizeX == -1 || QuarkInfo.SizeY == -1)
|
||||
{
|
||||
m_log.Error(LogHeader + " QuarkInfo.SizeX or QuarkInfo.SizeY has not been configured yet.");
|
||||
Environment.Exit(0); ;
|
||||
}
|
||||
|
||||
m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
//m_log.Warn(LogHeader + "Constructed");
|
||||
m_scene = scene;
|
||||
m_addr = IPAddress.Parse(addr);
|
||||
m_port = port;
|
||||
|
||||
m_scene.RegisterModuleInterface<ISceneToPhysEngineServer>(this);
|
||||
|
||||
// remember all the scenes that are configured for connection to physics engine
|
||||
if (!m_allScenes.Contains(m_scene))
|
||||
{
|
||||
m_allScenes.Add(m_scene);
|
||||
}
|
||||
|
||||
InitQuarksInScene();
|
||||
SubscribeToEvents();
|
||||
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
|
||||
InstallInterfaces();
|
||||
}
|
||||
|
||||
|
||||
private void SubscribeToEvents()
|
||||
{
|
||||
}
|
||||
|
||||
private void UnSubscribeToEvents()
|
||||
{
|
||||
}
|
||||
|
||||
// Start the server
|
||||
public void Start()
|
||||
{
|
||||
SceneToPhysEngineSyncServer.m_syncServerInitialized++;
|
||||
m_listenerThread = new Thread(new ThreadStart(Listen));
|
||||
m_listenerThread.Name = "SceneToPhysEngineSyncServer Listener";
|
||||
m_log.DebugFormat("{0}: Starting {1} thread", LogHeader, m_listenerThread.Name);
|
||||
m_listenerThread.Start();
|
||||
// m_log.DebugFormat("{0}: Started", LogHeader);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Stop the server and disconnect all RegionSyncClients
|
||||
public void Shutdown()
|
||||
{
|
||||
m_log.DebugFormat("{0}: Shutdown", LogHeader);
|
||||
SceneToPhysEngineSyncServer.m_syncServerInitialized--;
|
||||
// Stop the listener and listening thread so no new clients are accepted
|
||||
m_listener.Stop();
|
||||
m_listenerThread.Abort();
|
||||
m_listenerThread = null;
|
||||
|
||||
// Stop all existing SceneTOSEConnectors
|
||||
//TO FINISH
|
||||
foreach (SceneToPhysEngineConnector peConnector in m_physEngineConnectors)
|
||||
{
|
||||
peConnector.Shutdown();
|
||||
}
|
||||
m_physEngineConnectors.Clear();
|
||||
|
||||
UnSubscribeToEvents();
|
||||
}
|
||||
|
||||
private void InitQuarksInScene()
|
||||
{
|
||||
List<QuarkInfo> quarkList = RegionSyncUtil.GetAllQuarksInScene();
|
||||
foreach (QuarkInfo quark in quarkList)
|
||||
{
|
||||
m_quarksInScene.Add(quark.QuarkStringRepresentation, quark);
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterQuarkSubscription(List<QuarkInfo> quarkSubscriptions, SceneToPhysEngineConnector peConnector)
|
||||
{
|
||||
foreach (QuarkInfo quark in quarkSubscriptions)
|
||||
{
|
||||
string quarkID = quark.QuarkStringRepresentation;
|
||||
// TODO: does the physics engine connect to quarks. Next line commented out.
|
||||
// m_quarksInScene[quarkID].PEConnector = peConnector;
|
||||
m_log.Debug(LogHeader + ": " + quarkID + " subscribed by "+peConnector.Description);
|
||||
}
|
||||
}
|
||||
|
||||
// Add a connector to a physics engine
|
||||
public void AddSyncedPhysEngine(SceneToPhysEngineConnector peConnector)
|
||||
{
|
||||
lock (m_physEngineConnector_lock)
|
||||
{
|
||||
m_physEngineConnectors.Add(peConnector);
|
||||
m_sceneToPhysEngineConnector = peConnector;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the client view from the list and decrement synced client counter
|
||||
public void RemoveSyncedPhysEngine(SceneToPhysEngineConnector peConnector)
|
||||
{
|
||||
lock (m_physEngineConnector_lock)
|
||||
{
|
||||
//Dictionary<string, SceneToPhysEngineConnector> currentlist = m_physEngineConnectors;
|
||||
//Dictionary<string, SceneToPhysEngineConnector> newlist = new Dictionary<string, SceneToPhysEngineConnector>(currentlist);
|
||||
m_physEngineConnectors.Remove(peConnector);
|
||||
// Threads holding the previous version of the list can keep using it since
|
||||
// they will not hold it for long and get a new copy next time they need to iterate
|
||||
//m_physEngineConnectors = newlist;
|
||||
}
|
||||
}
|
||||
|
||||
// Listen for connections from a new RegionSyncClient
|
||||
// When connected, start the ReceiveLoop for the new client
|
||||
private void Listen()
|
||||
{
|
||||
m_listener = new TcpListener(m_addr, m_port);
|
||||
|
||||
try
|
||||
{
|
||||
// Start listening for clients
|
||||
m_listener.Start();
|
||||
while (true)
|
||||
{
|
||||
// *** Move/Add TRY/CATCH to here, but we don't want to spin loop on the same error
|
||||
m_log.WarnFormat(LogHeader + ": Listening for new connections on port {0}...", m_port.ToString());
|
||||
TcpClient tcpclient = m_listener.AcceptTcpClient();
|
||||
IPAddress addr = ((IPEndPoint)tcpclient.Client.RemoteEndPoint).Address;
|
||||
int port = ((IPEndPoint)tcpclient.Client.RemoteEndPoint).Port;
|
||||
SceneToPhysEngineSyncServer.m_totalConnections++;
|
||||
// m_log.DebugFormat("{0}: m_totalConnections = {1}", LogHeader, SceneToPhysEngineSyncServer.m_totalConnections);
|
||||
|
||||
ActorStatus actorStatus = GetActorStatus(tcpclient);
|
||||
|
||||
switch (actorStatus)
|
||||
{
|
||||
case ActorStatus.Sync:
|
||||
// Add the SceneToPhysEngineConnector to the list
|
||||
SceneToPhysEngineConnector sceneToPEConnector = new SceneToPhysEngineConnector(++peCounter, m_scene, tcpclient, this);
|
||||
AddSyncedPhysEngine(sceneToPEConnector);
|
||||
break;
|
||||
case ActorStatus.Idle:
|
||||
IdlePhysEngineInfo idleSE = new IdlePhysEngineInfo(tcpclient);
|
||||
m_log.DebugFormat("{0}: adding an idle SE ({1}:{2})", LogHeader, addr, port);
|
||||
m_idlePhysEngineList.Add(idleSE);
|
||||
break;
|
||||
default:
|
||||
m_log.DebugFormat("{0}: Unknown actor status", LogHeader);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
catch (SocketException e)
|
||||
{
|
||||
m_log.WarnFormat("{0}: [Listen] SocketException: {1}", LogHeader, e);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
public void RegisterSyncedPhysEngine(SceneToPhysEngineConnector sceneToSEConnector)
|
||||
{
|
||||
//first, remove it from the idle list
|
||||
m_idlePhysEngineList.Remove(sceneToSEConnector);
|
||||
|
||||
//now, added to the synced SE list
|
||||
AddSyncedPhysEngine(sceneToSEConnector);
|
||||
}
|
||||
* */
|
||||
|
||||
|
||||
// Broadcast a message to all connected RegionSyncClients
|
||||
public void SendToAllConnectedPE(RegionSyncMessage msg)
|
||||
{
|
||||
if (m_physEngineConnectors.Count > 0)
|
||||
{
|
||||
m_log.Debug(LogHeader + ": region " + m_scene.RegionInfo.RegionName + " Broadcast to PhysEngine, msg " + msg.Type);
|
||||
foreach (SceneToPhysEngineConnector peConnector in m_physEngineConnectors)
|
||||
{
|
||||
peConnector.Send(msg);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//TO FINISH: Find the right SceneToSEConnector to forward the message
|
||||
public void SendToPE(RegionSyncMessage.MsgType msgType, SceneObjectGroup sog)
|
||||
{
|
||||
SceneToPhysEngineConnector peConnector = GetSceneToPEConnector(sog);
|
||||
if (peConnector != null)
|
||||
{
|
||||
peConnector.SendObjectUpdate(msgType, sog);
|
||||
}
|
||||
}
|
||||
|
||||
//This is to send a message, rsm, to phys engine, and the message is about object SOG. E.g. RemovedObject
|
||||
public void SendToPE(RegionSyncMessage rsm, SceneObjectGroup sog)
|
||||
{
|
||||
SceneToPhysEngineConnector peConnector = GetSceneToPEConnector(sog);
|
||||
if (peConnector != null)
|
||||
{
|
||||
peConnector.Send(rsm);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private SceneToPhysEngineConnector GetSceneToPEConnector(SceneObjectGroup sog)
|
||||
{
|
||||
if (m_physEngineConnectors.Count == 0)
|
||||
return null;
|
||||
if (sog == null)
|
||||
{
|
||||
return m_physEngineConnectors[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
//Find the right SceneToSEConnector by the object's position
|
||||
//TO FINISH: Map the object to a quark first, then map the quark to SceneToSEConnector
|
||||
string quarkID = RegionSyncUtil.GetQuarkIDByPosition(sog.AbsolutePosition);
|
||||
// TODO: connection of physics engine to quarks. Next line commented out
|
||||
// SceneToPhysEngineConnector peConnector = m_quarksInScene[quarkID].PEConnector;
|
||||
|
||||
if (PEConnector == null)
|
||||
{
|
||||
m_log.Warn(LogHeader + sog.AbsolutePosition.ToString() + " not covered by any physics engine");
|
||||
}
|
||||
|
||||
return PEConnector;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private ActorStatus GetActorStatus(TcpClient tcpclient)
|
||||
{
|
||||
m_log.Debug(LogHeader+ ": Get Actor status");
|
||||
|
||||
RegionSyncMessage msg = new RegionSyncMessage(tcpclient.GetStream());
|
||||
ActorStatus actorStatus;
|
||||
switch (msg.Type)
|
||||
{
|
||||
case RegionSyncMessage.MsgType.ActorStatus:
|
||||
{
|
||||
string status = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
m_log.Debug(LogHeader + ": recv status: " + status);
|
||||
actorStatus = (ActorStatus)Convert.ToInt32(status);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
m_log.Error(LogHeader + ": Expect Message Type: ActorStatus");
|
||||
RegionSyncMessage.HandleError("[REGION SYNC SERVER]", msg, String.Format("{0} Expect Message Type: ActorType", "[REGION SYNC SERVER]"));
|
||||
return ActorStatus.Null;
|
||||
}
|
||||
}
|
||||
return actorStatus;
|
||||
}
|
||||
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
#endregion Event Handlers
|
||||
|
||||
#region Load balancing members and functions
|
||||
/*
|
||||
//keep track of idle physics engines that are in the process of load balancing (they are off the idle list, but not a working physics engine yet (not sync'ing with Scene yet)).
|
||||
private Dictionary<string, IdlePhysEngineInfo> m_loadBalancingIdleSEs = new Dictionary<string,IdlePhysEngineInfo>();
|
||||
public void HandleLoadBalanceRequest(SceneToPhysEngineConnector seConnctor)
|
||||
{
|
||||
//Let's start a thread to do the job, so that we can return quickly and don't block on ReceiveLoop()
|
||||
|
||||
Thread partitionThread = new Thread(new ParameterizedThreadStart(TriggerLoadBalanceProcess));
|
||||
partitionThread.Name = "TriggerLoadBalanceProcess";
|
||||
partitionThread.Start((object)seConnctor);
|
||||
}
|
||||
|
||||
public void TriggerLoadBalanceProcess(object arg)
|
||||
{
|
||||
SceneToPhysEngineConnector seConnctor = (SceneToPhysEngineConnector)arg;
|
||||
IdlePhysEngineInfo idlePhysEngineInfo = GetIdlePhysEngineConnector();
|
||||
if (idlePhysEngineInfo != null)
|
||||
{
|
||||
RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.LoadMigrationNotice);
|
||||
Send(idlePhysEngineInfo.TClient, msg.ToBytes());
|
||||
m_log.Debug(LogHeader + ": HandleLoadBalanceRequest from " + seConnctor.Description + ", picked idle SE: " + idlePhysEngineInfo.ID);
|
||||
|
||||
//keep track of which overload physics engine is paired up with which idle physics engine
|
||||
idlePhysEngineInfo.AwaitOverloadedSE = seConnctor;
|
||||
m_loadBalancingIdleSEs.Add(idlePhysEngineInfo.ID, idlePhysEngineInfo);
|
||||
|
||||
m_log.Debug("ToSEConnector portal: local -" +
|
||||
((IPEndPoint)idlePhysEngineInfo.TClient.Client.LocalEndPoint).Address.ToString() + ":" + ((IPEndPoint)idlePhysEngineInfo.TClient.Client.LocalEndPoint).Port
|
||||
+ "; remote - " + ((IPEndPoint)idlePhysEngineInfo.TClient.Client.RemoteEndPoint).Address.ToString() + ":"
|
||||
+ ((IPEndPoint)idlePhysEngineInfo.TClient.Client.RemoteEndPoint).Port);
|
||||
|
||||
//Now we expect the idle physics engine to reply back
|
||||
msg = new RegionSyncMessage(idlePhysEngineInfo.TClient.GetStream());
|
||||
if (msg.Type != RegionSyncMessage.MsgType.LoadMigrationListenerInitiated)
|
||||
{
|
||||
m_log.Warn(LogHeader + ": should receive a message of type LoadMigrationListenerInitiated, but received " + msg.Type.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
//Before the load is migrated from overloaded physics engine to the idle engine, sync with the DB to update the state in DB
|
||||
List<EntityBase> entities = m_scene.GetEntities();
|
||||
foreach (EntityBase entity in entities)
|
||||
{
|
||||
if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
|
||||
{
|
||||
m_scene.ForceSceneObjectBackup((SceneObjectGroup)entity);
|
||||
}
|
||||
}
|
||||
|
||||
OSDMap data = DeserializeMessage(msg);
|
||||
if (!data.ContainsKey("ip") || !data.ContainsKey("port") )
|
||||
{
|
||||
m_log.Warn(LogHeader + ": parameters missing in SceneLocation message from Scene, need to have ip, port");
|
||||
return;
|
||||
}
|
||||
//echo the information back to the overloaded physics engine
|
||||
seConnctor.Send(new RegionSyncMessage(RegionSyncMessage.MsgType.LoadBalanceResponse, OSDParser.SerializeJsonString(data)));
|
||||
|
||||
m_log.Debug(LogHeader + " now remove physics engine " + idlePhysEngineInfo.ID + " from idle SE list, and create SceneToPhysEngineConnector to it");
|
||||
//create a SceneToSEConnector for the idle physics engine, who will be sync'ing with this SyncServer soon
|
||||
SceneToPhysEngineConnector sceneToSEConnector = new SceneToPhysEngineConnector(++peCounter, m_scene, idlePhysEngineInfo.TClient, this);
|
||||
//Now remove the physics engine from the idle SE list
|
||||
m_idlePhysEngineList.Remove(idlePhysEngineInfo);
|
||||
//AddSyncedPhysEngine(sceneToSEConnector);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
seConnctor.SendLoadBalanceRejection("no idle physics engines");
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
HashSet<string> exceptions = new HashSet<string>();
|
||||
private OSDMap DeserializeMessage(RegionSyncMessage msg)
|
||||
{
|
||||
OSDMap data = null;
|
||||
try
|
||||
{
|
||||
data = OSDParser.DeserializeJson(Encoding.ASCII.GetString(msg.Data, 0, msg.Length)) as OSDMap;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
lock (exceptions)
|
||||
// If this is a new message, then print the underlying data that caused it
|
||||
if (!exceptions.Contains(e.Message))
|
||||
m_log.Error(LogHeader + " " + Encoding.ASCII.GetString(msg.Data, 0, msg.Length));
|
||||
data = null;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
private void Send(TcpClient tcpclient, byte[] data)
|
||||
{
|
||||
if (tcpclient.Connected)
|
||||
{
|
||||
try
|
||||
{
|
||||
tcpclient.GetStream().BeginWrite(data, 0, data.Length, ar =>
|
||||
{
|
||||
if (tcpclient.Connected)
|
||||
{
|
||||
try
|
||||
{
|
||||
tcpclient.GetStream().EndWrite(ar);
|
||||
}
|
||||
catch (Exception)
|
||||
{ }
|
||||
}
|
||||
}, null);
|
||||
}
|
||||
catch (IOException)
|
||||
{
|
||||
m_log.WarnFormat("{0} physics Engine has disconnected.", LogHeader);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IdlePhysEngineInfo GetIdlePhysEngineConnector()
|
||||
{
|
||||
if (m_idlePhysEngineList.Count == 0)
|
||||
return null;
|
||||
IdlePhysEngineInfo idleSEInfo = m_idlePhysEngineList[0];
|
||||
m_idlePhysEngineList.Remove(idleSEInfo);
|
||||
return idleSEInfo;
|
||||
}
|
||||
|
||||
#endregion Load balancing functions
|
||||
|
||||
#region Message Logging
|
||||
public static bool logInput = false;
|
||||
public static bool logOutput = true;
|
||||
public static bool logEnabled = true;
|
||||
private class PhysMsgLogger
|
||||
{
|
||||
public DateTime startTime;
|
||||
public string path = null;
|
||||
public System.IO.TextWriter Log = null;
|
||||
}
|
||||
private static PhysMsgLogger logWriter = null;
|
||||
private static TimeSpan logMaxFileTime = new TimeSpan(0, 5, 0); // (h,m,s) => 5 minutes
|
||||
public static string logDir = "/stats/stats";
|
||||
private static object logLocker = new Object();
|
||||
|
||||
public static void PhysLogMessage(bool direction, RegionSyncMessage rsm)
|
||||
{
|
||||
if (!logEnabled) return; // save to work of the ToStringFull if not enabled
|
||||
PhysLogMessage(direction, rsm.ToStringFull());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Log a physics bucket message
|
||||
/// </summary>
|
||||
/// <param name="direction">True of message originated from the agent</param>
|
||||
/// <param name="msg">the message to log</param>
|
||||
public static void PhysLogMessage(bool direction, string msg)
|
||||
{
|
||||
if (!logEnabled) return;
|
||||
|
||||
lock (logLocker)
|
||||
{
|
||||
try
|
||||
{
|
||||
DateTime now = DateTime.Now;
|
||||
if (logWriter == null || (now > logWriter.startTime + logMaxFileTime))
|
||||
{
|
||||
if (logWriter != null && logWriter.Log != null)
|
||||
{
|
||||
logWriter.Log.Close();
|
||||
logWriter.Log.Dispose();
|
||||
logWriter.Log = null;
|
||||
}
|
||||
|
||||
// First log file or time has expired, start writing to a new log file
|
||||
logWriter = new PhysMsgLogger();
|
||||
logWriter.startTime = now;
|
||||
logWriter.path = (logDir.Length > 0 ? logDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
|
||||
+ String.Format("physics-{0}.log", now.ToString("yyyyMMddHHmmss"));
|
||||
logWriter.Log = new StreamWriter(File.Open(logWriter.path, FileMode.Append, FileAccess.Write));
|
||||
}
|
||||
if (logWriter != null && logWriter.Log != null)
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append(now.ToString("yyyyMMddHHmmssfff"));
|
||||
buff.Append(" ");
|
||||
buff.Append(direction ? "A->S:" : "S->A:");
|
||||
buff.Append(msg);
|
||||
buff.Append("\r\n");
|
||||
logWriter.Log.Write(buff.ToString());
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// m_log.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
|
||||
logEnabled = false;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
public static void PhysLogMessageClose()
|
||||
{
|
||||
if (logWriter != null && logWriter.Log != null)
|
||||
{
|
||||
logWriter.Log.Close();
|
||||
logWriter.Log.Dispose();
|
||||
logWriter.Log = null;
|
||||
logWriter = null;
|
||||
}
|
||||
logEnabled = false;
|
||||
}
|
||||
#endregion Message Logging
|
||||
}
|
||||
}
|
|
@ -144,7 +144,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
#endregion //IDSGActorSyncModule
|
||||
|
||||
#region PhysicsEngineSyncModule memebers and functions
|
||||
#region PhysicsEngineSyncModule members and functions
|
||||
private ILog m_log;
|
||||
private bool m_active = false;
|
||||
public bool Active
|
||||
|
@ -172,6 +172,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
m_scene.DeleteAllSceneObjects();
|
||||
}
|
||||
|
||||
#endregion //ScriptEngineSyncModule
|
||||
#endregion PhysicsEngineSyncModule members and functions
|
||||
}
|
||||
}
|
|
@ -236,6 +236,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
sog.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks); //this update the timestamp and clear the taint info of the bucket
|
||||
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
|
||||
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
|
||||
m_log.DebugFormat("{0}: GeneralBucketSender for {1}", LogHeader, sog.UUID);
|
||||
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
|
||||
}
|
||||
}
|
||||
|
@ -246,6 +247,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
{
|
||||
updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks);
|
||||
|
||||
Physics.Manager.PhysicsActor pa = updatedPart.PhysActor;
|
||||
if (pa == null)
|
||||
return;
|
||||
|
||||
OSDMap data = new OSDMap();
|
||||
|
||||
data["UUID"] = OSD.FromUUID(updatedPart.UUID);
|
||||
|
@ -253,27 +258,29 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
|
||||
data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition);
|
||||
data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
|
||||
data["Velocity"] = OSD.FromVector3(updatedPart.Velocity);
|
||||
data["Scale"] = OSD.FromVector3(updatedPart.Scale);
|
||||
//Other properties to be included
|
||||
/*
|
||||
"Position":
|
||||
"Size":
|
||||
"Force":
|
||||
"RotationalVelocity":
|
||||
"PA_Acceleration":
|
||||
"Torque":
|
||||
"Orientation":
|
||||
"IsPhysical":
|
||||
"Flying":
|
||||
"Buoyancy":
|
||||
* */
|
||||
data["AngularVelocity"] = OSD.FromVector3(updatedPart.AngularVelocity);
|
||||
data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
|
||||
data["Size"] = OSD.FromVector3(pa.Size);
|
||||
data["Position"] = OSD.FromVector3(pa.Position);
|
||||
data["Force"] = OSD.FromVector3(pa.Force);
|
||||
data["Velocity"] = OSD.FromVector3(pa.Velocity);
|
||||
data["RotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
|
||||
data["PA_Acceleration"] = OSD.FromVector3(pa.Acceleration);
|
||||
data["Torque"] = OSD.FromVector3(pa.Torque);
|
||||
data["Orientation"] = OSD.FromQuaternion(pa.Orientation);
|
||||
data["IsPhysical"] = OSD.FromBoolean(pa.IsPhysical);
|
||||
data["Flying"] = OSD.FromBoolean(pa.Flying);
|
||||
data["Kinematic"] = OSD.FromBoolean(pa.Kinematic);
|
||||
data["Buoyancy"] = OSD.FromReal(pa.Buoyancy);
|
||||
data["CollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
|
||||
data["IsColliding"] = OSD.FromBoolean(pa.IsColliding);
|
||||
|
||||
data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp);
|
||||
data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
|
||||
|
||||
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
|
||||
m_log.DebugFormat("{0}: PhysBucketSender for {1}", LogHeader, updatedPart.UUID.ToString());
|
||||
SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
|
||||
}
|
||||
}
|
||||
|
@ -300,19 +307,22 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
case SceneObjectPartProperties.GroupPosition:
|
||||
case SceneObjectPartProperties.OffsetPosition:
|
||||
case SceneObjectPartProperties.Scale:
|
||||
case SceneObjectPartProperties.Velocity:
|
||||
case SceneObjectPartProperties.AngularVelocity:
|
||||
case SceneObjectPartProperties.RotationOffset:
|
||||
case SceneObjectPartProperties.Position:
|
||||
case SceneObjectPartProperties.Size:
|
||||
case SceneObjectPartProperties.Position:
|
||||
case SceneObjectPartProperties.Force:
|
||||
case SceneObjectPartProperties.Velocity:
|
||||
case SceneObjectPartProperties.RotationalVelocity:
|
||||
case SceneObjectPartProperties.PA_Acceleration:
|
||||
case SceneObjectPartProperties.Torque:
|
||||
case SceneObjectPartProperties.Orientation:
|
||||
case SceneObjectPartProperties.IsPhysical:
|
||||
case SceneObjectPartProperties.Flying:
|
||||
case SceneObjectPartProperties.Kinematic:
|
||||
case SceneObjectPartProperties.Buoyancy:
|
||||
case SceneObjectPartProperties.IsCollidingGround:
|
||||
case SceneObjectPartProperties.IsColliding:
|
||||
m_primPropertyBucketMap.Add(property, physicsBucketName);
|
||||
break;
|
||||
default:
|
||||
|
@ -1508,7 +1518,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
UUID partUUID = data["UUID"].AsUUID();
|
||||
string bucketName = data["Bucket"].AsString();
|
||||
|
||||
|
||||
/* Commented out since OSDMap is now passed all the way through to the unpacker.
|
||||
* Previous implementation is to create a SOP and copy the values into same and copy them out later.
|
||||
SceneObjectPart updatedPart = new SceneObjectPart();
|
||||
updatedPart.GroupPosition = data["GroupPosition"].AsVector3();
|
||||
updatedPart.OffsetPosition = data["OffsetPosition"].AsVector3();
|
||||
|
@ -1519,8 +1530,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
updatedPart.Shape = new PrimitiveBaseShape();
|
||||
updatedPart.Scale = data["Scale"].AsVector3();
|
||||
|
||||
|
||||
/*
|
||||
Dictionary<string, Object> updatedProperties = new Dictionary<string, Object>();
|
||||
updatedProperties.Add("GroupPosition", (Object)data["GroupPosition"].AsVector3());
|
||||
updatedProperties.Add("OffsetPosition", (Object)data["OffsetPosition"].AsVector3());
|
||||
|
@ -1528,9 +1537,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
updatedProperties.Add("Velocity", (Object)data["Velocity"].AsVector3());
|
||||
updatedProperties.Add("AngularVelocity", (Object)data["AngularVelocity"].AsVector3());
|
||||
updatedProperties.Add("Scale", (Object)data["Scale"].AsVector3());
|
||||
* */
|
||||
|
||||
|
||||
*/
|
||||
//Other properties to be included
|
||||
/*
|
||||
"Position":
|
||||
|
@ -1544,12 +1551,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
"Flying":
|
||||
"Buoyancy":
|
||||
* */
|
||||
|
||||
BucketSyncInfo rBucketSyncInfo = new BucketSyncInfo(bucketName);
|
||||
rBucketSyncInfo.LastUpdateTimeStamp = data["LastUpdateTimeStamp"].AsLong();
|
||||
rBucketSyncInfo.LastUpdateActorID = data["LastUpdateActorID"].AsString();
|
||||
updatedPart.BucketSyncInfoList.Add(bucketName, rBucketSyncInfo);
|
||||
// updatedPart.BucketSyncInfoList.Add(bucketName, rBucketSyncInfo);
|
||||
|
||||
m_scene.UpdateObjectPartBucketProperties(bucketName, partUUID, updatedPart);
|
||||
m_scene.UpdateObjectPartBucketProperties(bucketName, partUUID, data, rBucketSyncInfo);
|
||||
}
|
||||
|
||||
private void SendTerrainUpdateMessage()
|
||||
|
|
|
@ -816,9 +816,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//public ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID, Dictionary<string, Object> updatedProperties, BucketSyncInfo rBucketSyncInfo)
|
||||
public ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID, SceneObjectPart updatePart)
|
||||
public ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID,
|
||||
Object updatePart, BucketSyncInfo bucketSyncInfo)
|
||||
{
|
||||
return m_sceneGraph.UpdateObjectPartBucketProperties(bucketName, partUUID, updatePart);
|
||||
return m_sceneGraph.UpdateObjectPartBucketProperties(bucketName, partUUID, updatePart, bucketSyncInfo);
|
||||
}
|
||||
|
||||
#endregion //SYMMETRIC SYNC
|
||||
|
|
|
@ -2430,7 +2430,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//public Scene.ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID, Dictionary<string, Object> updatedProperties, BucketSyncInfo rBucketSyncInfo)
|
||||
public Scene.ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID, SceneObjectPart updatedPart)
|
||||
public Scene.ObjectUpdateResult UpdateObjectPartBucketProperties(string bucketName, UUID partUUID,
|
||||
Object updatedPart, BucketSyncInfo bucketSyncInfo)
|
||||
{
|
||||
SceneObjectPart localPart = GetSceneObjectPart(partUUID);
|
||||
if (localPart == null)
|
||||
|
@ -2438,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.Warn("No SOP found: UUID -- " + partUUID);
|
||||
return Scene.ObjectUpdateResult.Unchanged;
|
||||
}
|
||||
return localPart.UpdateBucketProperties(bucketName, updatedPart);
|
||||
return localPart.UpdateBucketProperties(bucketName, updatedPart, bucketSyncInfo);
|
||||
}
|
||||
|
||||
#endregion //SYMMETRIC SYNC
|
||||
|
|
|
@ -36,6 +36,7 @@ using System.Xml.Serialization;
|
|||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes.Scripting;
|
||||
|
@ -5158,6 +5159,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
IsPhysical,
|
||||
Flying,
|
||||
Buoyancy,
|
||||
Kinematic,
|
||||
IsCollidingGround,
|
||||
IsColliding,
|
||||
//TODO!!!! To be handled in serialization/deserizaltion for synchronization
|
||||
AggregateScriptEvents,
|
||||
IsSelected,
|
||||
|
@ -5204,7 +5208,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private static string m_localActorID = "";
|
||||
//private static int m_bucketCount = 0;
|
||||
//private delegate void BucketUpdateProcessor(int bucketIndex);
|
||||
private delegate void BucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName);
|
||||
private delegate void BucketUpdateProcessor(Object updatedPart, string bucketName);
|
||||
|
||||
//private static Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
|
||||
private Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
|
||||
|
@ -5338,8 +5342,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
private void GeneralBucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName)
|
||||
private void GeneralBucketUpdateProcessor(Object updatedPartO, string bucketName)
|
||||
{
|
||||
if (!(updatedPartO is SceneObjectPart)) return;
|
||||
SceneObjectPart updatedPart = (SceneObjectPart)updatedPartO;
|
||||
|
||||
//If needed, we could define new set functions for these properties, and cast this SOP to SOPBase to
|
||||
//invoke the set functions in SOPBase
|
||||
//SceneObjectPartBase localPart = (SceneObjectPartBase)this;
|
||||
|
@ -5429,37 +5436,46 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//NOTE: only touch the properties and BucketSyncInfo that is related to the given bucketName. Other properties and
|
||||
//buckets may not be filled at all in "updatedPart".
|
||||
private void PhysicsBucketUpdateProcessor(SceneObjectPart updatedPart, string bucketName)
|
||||
private void PhysicsBucketUpdateProcessor(Object updatedPartO, string bucketName)
|
||||
{
|
||||
if (!(updatedPartO is OSDMap)) return;
|
||||
OSDMap data = (OSDMap)updatedPartO;
|
||||
|
||||
//If needed, we could define new set functions for these properties, and cast this SOP to SOPBase to
|
||||
//invoke the set functions in SOPBase
|
||||
//SceneObjectPartBase localPart = (SceneObjectPartBase)this;
|
||||
SceneObjectPart localPart = this;
|
||||
PhysicsActor pa = localPart.PhysActor;
|
||||
|
||||
lock (m_bucketUpdateLocks[bucketName])
|
||||
{
|
||||
localPart.GroupPosition = updatedPart.GroupPosition;
|
||||
localPart.OffsetPosition = updatedPart.OffsetPosition;
|
||||
localPart.Scale = updatedPart.Scale;
|
||||
localPart.Velocity = updatedPart.Velocity;
|
||||
localPart.AngularVelocity = updatedPart.AngularVelocity;
|
||||
localPart.RotationOffset = updatedPart.RotationOffset;
|
||||
//properties in Physics bucket whose update processors are in PhysicsActor
|
||||
/*
|
||||
"Position":
|
||||
"Size":
|
||||
"Force":
|
||||
"RotationalVelocity":
|
||||
"PA_Acceleration":
|
||||
"Torque":
|
||||
"Orientation":
|
||||
"IsPhysical":
|
||||
"Flying":
|
||||
"Buoyancy":
|
||||
* */
|
||||
localPart.GroupPosition = data["GroupPosition"].AsVector3();
|
||||
localPart.OffsetPosition = data["OffsetPosition"].AsVector3();
|
||||
localPart.Scale = data["Scale"].AsVector3();
|
||||
localPart.Velocity = data["Velocity"].AsVector3();
|
||||
localPart.AngularVelocity = data["AngularVelocity"].AsVector3();
|
||||
localPart.RotationOffset = data["RotationOffset"].AsQuaternion();
|
||||
|
||||
m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp;
|
||||
m_bucketSyncInfoList[bucketName].LastUpdateActorID = updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID;
|
||||
if (pa != null)
|
||||
{
|
||||
pa.Size = data["Size"].AsVector3();
|
||||
pa.Position = data["Position"].AsVector3();
|
||||
pa.Force = data["Force"].AsVector3();
|
||||
// pa.Velocity = data["Velocity"].AsVector3();
|
||||
pa.RotationalVelocity = data["RotationalVelocity"].AsVector3();
|
||||
pa.Acceleration = data["PA_Acceleration"].AsVector3();
|
||||
pa.Torque = data["Torque"].AsVector3();
|
||||
pa.Orientation = data["Orientation"].AsQuaternion();
|
||||
pa.IsPhysical = data["IsPhysical"].AsBoolean();
|
||||
pa.Flying = data["Flying"].AsBoolean();
|
||||
pa.Kinematic = data["Kinematic"].AsBoolean();
|
||||
pa.Buoyancy = (float)data["Buoyancy"].AsReal();
|
||||
pa.CollidingGround = data["CollidingGround"].AsBoolean();
|
||||
pa.IsColliding = data["IsColliding"].AsBoolean();
|
||||
}
|
||||
|
||||
m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = data["LastUpdateTimeStamp"].AsLong();
|
||||
m_bucketSyncInfoList[bucketName].LastUpdateActorID = data["LastUpdateActorID"].AsString();
|
||||
|
||||
}
|
||||
|
||||
|
@ -5696,18 +5712,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="updatedPart">A container of the updated properties. Only the values of the updated properties are set.</param>
|
||||
/// <param name="rBucketSyncInfo">A copy of the sync info of the bucket on the sender's (who sends out the syn message) side.</param>
|
||||
/// <returns></returns>
|
||||
public Scene.ObjectUpdateResult UpdateBucketProperties(string bucketName, SceneObjectPart updatedPart)
|
||||
public Scene.ObjectUpdateResult UpdateBucketProperties(string bucketName, Object updatedPart, BucketSyncInfo rBucketSyncInfo)
|
||||
{
|
||||
Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Unchanged;
|
||||
|
||||
if (!updatedPart.BucketSyncInfoList.ContainsKey(bucketName))
|
||||
{
|
||||
m_log.Warn("No bucket named " + bucketName + " found in the copy of updatedPart in UpdateBucketProperties");
|
||||
return partUpdateResult;
|
||||
}
|
||||
|
||||
BucketSyncInfo rBucketSyncInfo = updatedPart.BucketSyncInfoList[bucketName];
|
||||
|
||||
if (!m_bucketSyncInfoList.ContainsKey(bucketName))
|
||||
{
|
||||
m_log.Error("SceneObjectPart.UpdateBucketProperties: no bucket name " + bucketName + " defined");
|
||||
|
|
|
@ -199,8 +199,8 @@ namespace OpenSim.Region.Physics.Manager
|
|||
get { return m_UUID; }
|
||||
}
|
||||
public PhysActorLastValues lastValues;
|
||||
// ID of actor which last updated the values. Send if I did the change.
|
||||
public string ChangingActorID = "YY";
|
||||
// set to true of prim is updated
|
||||
public bool SyncUpdated;
|
||||
|
||||
public abstract bool Grabbed { set; }
|
||||
|
||||
|
@ -217,7 +217,7 @@ namespace OpenSim.Region.Physics.Manager
|
|||
|
||||
public abstract void LockAngularMotion(Vector3 axis);
|
||||
|
||||
public virtual void RequestPhysicsterseUpdate()
|
||||
public void RequestPhysicsterseUpdate()
|
||||
{
|
||||
// Make a temporary copy of the event to avoid possibility of
|
||||
// a race condition if the last subscriber unsubscribes
|
||||
|
|
|
@ -203,23 +203,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_name = avName;
|
||||
}
|
||||
|
||||
public override void RequestPhysicsterseUpdate()
|
||||
{
|
||||
if (PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
|
||||
{
|
||||
// m_log.DebugFormat("[ODE CHARACTER]: Sending terse update for {0}", LocalID);
|
||||
// if the values have changed and it was I who changed them, send an update
|
||||
if (this.lastValues.Changed(this) && ChangingActorID == RegionSyncServerModule.ActorID)
|
||||
{
|
||||
PhysEngineToSceneConnectorModule.RouteUpdate(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Agent; }
|
||||
|
@ -427,7 +410,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get { return _position; }
|
||||
set
|
||||
{
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
|
||||
{
|
||||
if (value.IsFinite())
|
||||
|
@ -473,7 +455,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
|
||||
set
|
||||
{
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
if (value.IsFinite())
|
||||
{
|
||||
m_pidControllerActive = true;
|
||||
|
@ -795,7 +776,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
m_pidControllerActive = true;
|
||||
_target_velocity = value;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -853,7 +833,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (force.IsFinite())
|
||||
{
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
if (pushforce)
|
||||
{
|
||||
m_pidControllerActive = false;
|
||||
|
|
|
@ -257,21 +257,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// primName, mesh == null ? "NULL" : "DEFINED", pbs == null ? "NULL" : "DEFINED", pisPhysical);
|
||||
}
|
||||
|
||||
public override void RequestPhysicsterseUpdate()
|
||||
{
|
||||
if (PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
|
||||
{
|
||||
// if the values have changed and it was I who changed them, send an update
|
||||
// if (this.lastValues.Changed(this) && ChangingActorID == RegionSyncServerModule.ActorID)
|
||||
if (this.lastValues.Changed(this))
|
||||
PhysEngineToSceneConnectorModule.RouteUpdate(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Prim; }
|
||||
|
@ -2300,7 +2285,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
get { return _position; }
|
||||
|
||||
set { _position = value;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
//m_log.Info("[PHYSICS]: " + _position.ToString());
|
||||
}
|
||||
}
|
||||
|
@ -2313,7 +2297,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
if (value.IsFinite())
|
||||
{
|
||||
_size = value;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2336,7 +2319,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
if (value.IsFinite())
|
||||
{
|
||||
m_force = value;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2395,7 +2377,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
{
|
||||
_pbs = value;
|
||||
m_taintshape = true;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2418,7 +2399,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
{
|
||||
if (value.IsFinite())
|
||||
{
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
_velocity = value;
|
||||
|
||||
m_taintVelocity = value;
|
||||
|
@ -2448,7 +2428,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
{
|
||||
m_taintTorque = value;
|
||||
_parent_scene.AddPhysicsActorTaint(this);
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2477,7 +2456,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
if (QuaternionIsFinite(value))
|
||||
{
|
||||
_orientation = value;
|
||||
base.ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
}
|
||||
else
|
||||
m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
|
||||
|
|
|
@ -91,19 +91,19 @@ public sealed class PEPrim : PhysicsActor
|
|||
get { return _size; }
|
||||
set { _size = value;
|
||||
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Size");
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override PrimitiveBaseShape Shape {
|
||||
set { _pbs = value;
|
||||
m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Shape");
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override uint LocalID {
|
||||
set { _localID = value;
|
||||
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set LocalID");
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
get { return _localID; }
|
||||
}
|
||||
|
@ -125,7 +125,7 @@ public sealed class PEPrim : PhysicsActor
|
|||
public override Vector3 Position {
|
||||
get { return _position; }
|
||||
set { _position = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Position");
|
||||
}
|
||||
}
|
||||
|
@ -135,7 +135,7 @@ public sealed class PEPrim : PhysicsActor
|
|||
public override Vector3 Force {
|
||||
get { return _force; }
|
||||
set { _force = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Force");
|
||||
}
|
||||
}
|
||||
|
@ -157,19 +157,19 @@ public sealed class PEPrim : PhysicsActor
|
|||
public override Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set { _velocity = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
get { return _collisionScore; }
|
||||
set { _collisionScore = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override Vector3 Acceleration {
|
||||
|
@ -178,25 +178,25 @@ public sealed class PEPrim : PhysicsActor
|
|||
public override Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
set { _orientation = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override bool IsPhysical {
|
||||
get { return _isPhysical; }
|
||||
set { _isPhysical = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
set { _flying = value;
|
||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||
// SyncUpdated = true;
|
||||
}
|
||||
}
|
||||
public override bool
|
||||
|
|
|
@ -99,11 +99,6 @@ public class PEScene : PhysicsScene
|
|||
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
// if we are a physics engine server, send update information
|
||||
if (SceneToPhysEngineSyncServer.IsPhysEngineScene2S())
|
||||
{
|
||||
if (SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S())
|
||||
{
|
||||
// m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count);
|
||||
lock (m_prims)
|
||||
|
@ -111,9 +106,10 @@ public class PEScene : PhysicsScene
|
|||
foreach (PEPrim prim in m_prims)
|
||||
{
|
||||
// if the values have changed and it was I who changed them, send an update
|
||||
if (prim.ChangingActorID == RegionSyncServerModule.ActorID && prim.lastValues.Changed(prim))
|
||||
if (prim.SyncUpdated)
|
||||
{
|
||||
SceneToPhysEngineSyncServer.RouteUpdate(prim);
|
||||
prim.SyncUpdated = false;
|
||||
prim.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -123,15 +119,12 @@ public class PEScene : PhysicsScene
|
|||
{
|
||||
// m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count);
|
||||
// if the values have changed and it was I who changed them, send an update
|
||||
if (actor.ChangingActorID == RegionSyncServerModule.ActorID && actor.lastValues.Changed(actor))
|
||||
if (actor.SyncUpdated)
|
||||
{
|
||||
SceneToPhysEngineSyncServer.RouteUpdate(actor);
|
||||
actor.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 60f;
|
||||
}
|
||||
/*
|
||||
// code borrowed from BasicPhysics to do just avatar movement
|
||||
foreach (PECharacter actor in m_avatars)
|
||||
|
|
Loading…
Reference in New Issue