Merge branch 'dev_perPropertyTS' into dev

Conflicts:
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
dsg
Huaiyu (Kitty) Liu 2011-05-03 16:55:23 -07:00
commit cd70c3ff56
33 changed files with 4928 additions and 712 deletions

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@ -386,7 +386,7 @@ namespace OpenSim.Framework
public string RemotingAddress; public string RemotingAddress;
public UUID ScopeID = UUID.Zero; public UUID ScopeID = UUID.Zero;
//SYMMETRIC SYNC //DSG SYNC
//IP:port for the symmetric sync listener this actor is configured to connect to //IP:port for the symmetric sync listener this actor is configured to connect to
private string m_syncServerAddr = String.Empty; private string m_syncServerAddr = String.Empty;
private int m_syncServerPort; private int m_syncServerPort;
@ -398,7 +398,7 @@ namespace OpenSim.Framework
private int m_physicsSyncServerPort; private int m_physicsSyncServerPort;
private uint m_quarkLocX; private uint m_quarkLocX;
private uint m_quarkLocY; private uint m_quarkLocY;
//end of SYMMETRIC SYNC //end of DSG SYNC
// Apparently, we're applying the same estatesettings regardless of whether it's local or remote. // Apparently, we're applying the same estatesettings regardless of whether it's local or remote.
@ -694,7 +694,7 @@ namespace OpenSim.Framework
get { return Util.UIntsToLong((RegionLocX * (uint) Constants.RegionSize), (RegionLocY * (uint) Constants.RegionSize)); } get { return Util.UIntsToLong((RegionLocX * (uint) Constants.RegionSize), (RegionLocY * (uint) Constants.RegionSize)); }
} }
//SYMMETRIC SYNC //DSG SYNC
public string SyncServerAddress public string SyncServerAddress
{ {
get { return m_syncServerAddr; } get { return m_syncServerAddr; }
@ -731,7 +731,7 @@ namespace OpenSim.Framework
get { return m_quarkLocY; } get { return m_quarkLocY; }
set { m_quarkLocY = value; } set { m_quarkLocY = value; }
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
public void SetEndPoint(string ipaddr, int port) public void SetEndPoint(string ipaddr, int port)
{ {
@ -886,7 +886,7 @@ namespace OpenSim.Framework
// //
ScopeID = new UUID(config.GetString("ScopeID", UUID.Zero.ToString())); ScopeID = new UUID(config.GetString("ScopeID", UUID.Zero.ToString()));
// SYMMETRIC SYNC // DSG SYNC
m_syncServerAddr = config.GetString("SyncServerAddress", String.Empty); m_syncServerAddr = config.GetString("SyncServerAddress", String.Empty);
m_syncServerPort = config.GetInt("SyncServerPort", -1); m_syncServerPort = config.GetInt("SyncServerPort", -1);
//if either IP or port is not configured, we set IP to empty to raise warning later //if either IP or port is not configured, we set IP to empty to raise warning later
@ -911,7 +911,7 @@ namespace OpenSim.Framework
m_quarkLocY = Convert.ToUInt32(quarkLocElements[1]); m_quarkLocY = Convert.ToUInt32(quarkLocElements[1]);
// end of SYMMETRIC SYNC // end of DSG SYNC
} }

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@ -411,11 +411,11 @@ namespace OpenSim
scene.StartTimer(); scene.StartTimer();
//SYMMETRIC SYNC //DSG SYNC
//For INonSharedRegionModule, there is no more PostInitialise(). So we trigger OnPostSceneCreation event here //For INonSharedRegionModule, there is no more PostInitialise(). So we trigger OnPostSceneCreation event here
//to let the Sync modules to do their work once all modules are loaded and scene has interfaces to all of them. //to let the Sync modules to do their work once all modules are loaded and scene has interfaces to all of them.
scene.EventManager.TriggerOnPostSceneCreation(scene); scene.EventManager.TriggerOnPostSceneCreation(scene);
//end of SYMMETRIC SYNC //end of DSG SYNC
return clientServer; return clientServer;
} }

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@ -612,7 +612,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.IsSelected = false; // fudge.... so.IsSelected = false; // fudge....
//so.ScheduleGroupForFullUpdate(); //so.ScheduleGroupForFullUpdate();
so.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //just force it to sychronize all properties so.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //just force it to sychronize all properties
} }
// In case it is later dropped again, don't let // In case it is later dropped again, don't let

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@ -355,7 +355,7 @@ namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps
} }
//rootGroup.ScheduleGroupForFullUpdate(); //rootGroup.ScheduleGroupForFullUpdate();
rootGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //seems like new object rootGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //seems like new object
pos = m_scene.GetNewRezLocation(Vector3.Zero, rootpos, UUID.Zero, rot, (byte)1, 1, true, allparts[0].GroupScale(), false); pos = m_scene.GetNewRezLocation(Vector3.Zero, rootpos, UUID.Zero, rot, (byte)1, 1, true, allparts[0].GroupScale(), false);
responsedata["int_response_code"] = 200; //501; //410; //404; responsedata["int_response_code"] = 200; //501; //410; //404;

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@ -1603,7 +1603,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{ {
grp.OffsetForNewRegion(oldGroupPosition); grp.OffsetForNewRegion(oldGroupPosition);
//grp.ScheduleGroupForFullUpdate(); //grp.ScheduleGroupForFullUpdate();
grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Position}); grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position});
} }
} }

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@ -609,8 +609,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{ {
// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); // m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0); byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f); Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = m_Scene.GetNewRezLocation( Vector3 pos = m_Scene.GetNewRezLocation(
@ -696,15 +696,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
itemId, n.OuterXml); itemId, n.OuterXml);
objlist.Add(g); objlist.Add(g);
XmlElement el = (XmlElement)n; XmlElement el = (XmlElement)n;
string rawX = el.GetAttribute("offsetx"); string rawX = el.GetAttribute("offsetx");
string rawY = el.GetAttribute("offsety"); string rawY = el.GetAttribute("offsety");
string rawZ = el.GetAttribute("offsetz"); string rawZ = el.GetAttribute("offsetz");
// //
// m_log.DebugFormat( // m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>", // "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
// g.Name, rawX, rawY, rawZ); // g.Name, rawX, rawY, rawZ);
float x = Convert.ToSingle(rawX); float x = Convert.ToSingle(rawX);
float y = Convert.ToSingle(rawY); float y = Convert.ToSingle(rawY);
float z = Convert.ToSingle(rawZ); float z = Convert.ToSingle(rawZ);
@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return null; return null;
} }
for (int i = 0 ; i < objlist.Count ; i++ ) for (int i = 0; i < objlist.Count; i++)
{ {
group = objlist[i]; group = objlist[i];
@ -770,8 +770,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// can reflect that, if not, we set it's position in world. // can reflect that, if not, we set it's position in world.
if (!attachment) if (!attachment)
{ {
group.ScheduleGroupForFullUpdate(null); group.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate});
group.AbsolutePosition = pos + veclist[i]; group.AbsolutePosition = pos + veclist[i];
} }
else else
@ -828,7 +828,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
part.GroupMask = 0; // DO NOT propagate here part.GroupMask = 0; // DO NOT propagate here
} }
group.ApplyNextOwnerPermissions(); group.ApplyNextOwnerPermissions();
} }
} }
@ -853,12 +853,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{ {
if (group.RootPart.Shape.PCode == (byte)PCode.Prim) if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
group.ClearPartAttachmentData(); group.ClearPartAttachmentData();
// Fire on_rez // Fire on_rez
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1); group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
rootPart.ParentGroup.ResumeScripts(); rootPart.ParentGroup.ResumeScripts();
rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.FullUpdate });
rootPart.ScheduleFullUpdate(null);
} }
} }
@ -884,6 +883,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return null; return null;
} }
protected void AddUserData(SceneObjectGroup sog) protected void AddUserData(SceneObjectGroup sog)
{ {
UserManagementModule.AddUser(sog.RootPart.CreatorID, sog.RootPart.CreatorData); UserManagementModule.AddUser(sog.RootPart.CreatorID, sog.RootPart.CreatorData);

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@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
RegionSyncMessage.HandleSuccess(LogHeader(), msg, String.Format("Syncing to region \"{0}\"", m_regionName)); RegionSyncMessage.HandleSuccess(LogHeader(), msg, String.Format("Syncing to region \"{0}\"", m_regionName));
return; return;
} }
//SYMMETRIC SYNC: do not handle terrian and object updates //DSG SYNC: do not handle terrian and object updates
case RegionSyncMessage.MsgType.Terrain: case RegionSyncMessage.MsgType.Terrain:
{ {
if(!m_symSync) if(!m_symSync)
@ -378,7 +378,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
} }
return; return;
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
case RegionSyncMessage.MsgType.NewAvatar: case RegionSyncMessage.MsgType.NewAvatar:
{ {
// Get the data from message and error check // Get the data from message and error check
@ -854,13 +854,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.RegionName, m_scene.RegionInfo.RegionName)); Send(new RegionSyncMessage(RegionSyncMessage.MsgType.RegionName, m_scene.RegionInfo.RegionName));
m_log.WarnFormat("Sending region name: \"{0}\"", m_scene.RegionInfo.RegionName); m_log.WarnFormat("Sending region name: \"{0}\"", m_scene.RegionInfo.RegionName);
//SYMMETRIC SYNC: commenting out terrian and object updates //DSG SYNC: commenting out terrian and object updates
if (!m_symSync) if (!m_symSync)
{ {
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetTerrain)); Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetTerrain));
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetObjects)); Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetObjects));
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetAvatars)); Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetAvatars));
// Register for events which will be forwarded to authoritative scene // Register for events which will be forwarded to authoritative scene
@ -910,11 +910,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// Register for interesting client events which will be forwarded to auth sim // Register for interesting client events which will be forwarded to auth sim
// These are the raw packet data blocks from the client, intercepted and sent up to the sim // These are the raw packet data blocks from the client, intercepted and sent up to the sim
client.OnAgentUpdateRaw += HandleAgentUpdateRaw; client.OnAgentUpdateRaw += HandleAgentUpdateRaw;
//SYMMETRIC SYNC: do not subscribe to OnChatFromClientRaw: RegionSyncModule + Scene.EventManager will handle this. //DSG SYNC: do not subscribe to OnChatFromClientRaw: RegionSyncModule + Scene.EventManager will handle this.
//client.OnChatFromClientRaw += HandleChatFromClientRaw; //client.OnChatFromClientRaw += HandleChatFromClientRaw;
client.OnAgentRequestSit += HandleAgentRequestSit; client.OnAgentRequestSit += HandleAgentRequestSit;
client.OnAgentSit += HandleAgentSit; client.OnAgentSit += HandleAgentSit;
//SYMMETRIC SYNC: do not subscribe to OnGrabObject, OnGrabUpdate, and OnDeGrabObject: RegionSyncModule + Scene.EventManager will handle this. //DSG SYNC: do not subscribe to OnGrabObject, OnGrabUpdate, and OnDeGrabObject: RegionSyncModule + Scene.EventManager will handle this.
//client.OnGrabObject += HandleGrabObject; //client.OnGrabObject += HandleGrabObject;
//client.OnGrabUpdate += HandleGrabUpdate; //client.OnGrabUpdate += HandleGrabUpdate;
//client.OnDeGrabObject += HandleDeGrabObject; //client.OnDeGrabObject += HandleDeGrabObject;

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@ -202,10 +202,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// *** This is the main receive loop thread for each connected client // *** This is the main receive loop thread for each connected client
private void ReceiveLoop() private void ReceiveLoop()
{ {
//SYMMETRIC SYNC: commenting out the code for handling chats //DSG SYNC: commenting out the code for handling chats
// m_scene.EventManager.OnChatFromClient += new EventManager.ChatFromClientEvent(EventManager_OnChatFromClient); // m_scene.EventManager.OnChatFromClient += new EventManager.ChatFromClientEvent(EventManager_OnChatFromClient);
// m_scene.EventManager.OnChatFromWorld += new EventManager.ChatFromWorldEvent(EventManager_OnChatFromClient); // m_scene.EventManager.OnChatFromWorld += new EventManager.ChatFromWorldEvent(EventManager_OnChatFromClient);
//end of SYMMETRIC SYNC //end of DSG SYNC
// Reset stats and time // Reset stats and time
@ -327,7 +327,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
RegionSyncMessage.HandleSuccess(LogHeader, msg, String.Format("Syncing to region \"{0}\"", m_regionName)); RegionSyncMessage.HandleSuccess(LogHeader, msg, String.Format("Syncing to region \"{0}\"", m_regionName));
return; return;
} }
//SYMMETRIC SYNC: do not handle terrian and object updates //DSG SYNC: do not handle terrian and object updates
case RegionSyncMessage.MsgType.GetTerrain: case RegionSyncMessage.MsgType.GetTerrain:
{ {
/* /*
@ -358,7 +358,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
* */ * */
return; return;
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
case RegionSyncMessage.MsgType.GetAvatars: case RegionSyncMessage.MsgType.GetAvatars:
{ {
m_scene.ForEachScenePresence(delegate(ScenePresence presence) m_scene.ForEachScenePresence(delegate(ScenePresence presence)

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@ -151,7 +151,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnNewPresence += new EventManager.OnNewPresenceDelegate(EventManager_OnNewPresence); //m_scene.EventManager.OnNewPresence += new EventManager.OnNewPresenceDelegate(EventManager_OnNewPresence);
m_scene.EventManager.OnRemovePresence += new EventManager.OnRemovePresenceDelegate(EventManager_OnRemovePresence); m_scene.EventManager.OnRemovePresence += new EventManager.OnRemovePresenceDelegate(EventManager_OnRemovePresence);
//SYMMETRIC SYNC: do not handle object updates //DSG SYNC: do not handle object updates
/* /*
if (!m_symsync) if (!m_symsync)
{ {
@ -162,7 +162,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.EventManager.OnOarFileLoaded += new EventManager.OarFileLoaded(EventManager_OnOarFileLoaded); m_scene.EventManager.OnOarFileLoaded += new EventManager.OarFileLoaded(EventManager_OnOarFileLoaded);
} }
* */ * */
//end of SYMMETRIC SYNC //end of DSG SYNC
// Start the server and listen for RegionSyncClients // Start the server and listen for RegionSyncClients
m_serveraddr = m_scene.RegionInfo.AvatarSyncServerAddress; m_serveraddr = m_scene.RegionInfo.AvatarSyncServerAddress;
m_serverport = m_scene.RegionInfo.AvatarSyncServerPort; m_serverport = m_scene.RegionInfo.AvatarSyncServerPort;
@ -300,7 +300,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// Sending the message when it's first queued would yield lower latency but much higher load on the simulator // Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat // as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
//SYMMETRIC SYNC: do not handle object updates //DSG SYNC: do not handle object updates
/* /*
if (!m_symsync) if (!m_symsync)
{ {
@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
} }
} }
* */ * */
//end of SYMMETRIC SYNC //end of DSG SYNC
foreach (ScenePresence presence in presenceUpdates) foreach (ScenePresence presence in presenceUpdates)
{ {
try try

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@ -574,7 +574,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
primToUpdate.OffsetPosition = pos; primToUpdate.OffsetPosition = pos;
parent.HasGroupChanged = true; parent.HasGroupChanged = true;
//parent.ScheduleGroupForTerseUpdate(); //parent.ScheduleGroupForTerseUpdate();
parent.ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.OffsetPosition}); parent.ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.OffsetPosition});
} }
} }

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@ -47,6 +47,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// SIM <-> CM // SIM <-> CM
Terrain, Terrain,
NewObject, // objects NewObject, // objects
UpdatedPrimProperties, //per property sync
UpdatedObject, // objects UpdatedObject, // objects
UpdatedBucketProperties, //object properties in one bucket UpdatedBucketProperties, //object properties in one bucket
RemovedObject, // objects RemovedObject, // objects

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@ -32,6 +32,12 @@ using OpenMetaverse;
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{ {
public enum SyncConnectorState
{
Idle, //not connected
Initialization, //initializing local copy of Scene
Syncing, //done initialization, in normal process of syncing terrain, objects, etc
}
// For implementations, a lot was copied from RegionSyncClientView, especially the SendLoop/ReceiveLoop. // For implementations, a lot was copied from RegionSyncClientView, especially the SendLoop/ReceiveLoop.
public class SyncConnector : ISyncStatistics public class SyncConnector : ISyncStatistics
{ {
@ -53,11 +59,15 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
private long bytesIn=0; private long bytesIn=0;
private long bytesOut=0; private long bytesOut=0;
private DateTime lastStatTime; private DateTime lastStatTime;
// A queue for outgoing traffic. // A queue for outgoing traffic.
private BlockingUpdateQueue m_outQ = new BlockingUpdateQueue(); private BlockingUpdateQueue m_outQ = new BlockingUpdateQueue();
private RegionSyncModule m_regionSyncModule = null; private RegionSyncModule m_regionSyncModule = null;
//members for keeping track of state of this connector
private SyncConnectorState m_syncState = SyncConnectorState.Idle;
// unique connector number across all regions // unique connector number across all regions
private static int m_connectorNum = 0; private static int m_connectorNum = 0;
public int ConnectorNum public int ConnectorNum

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@ -127,11 +127,11 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
m_listenerManager = new ListenerManager(maxlisteners, maxhandles); m_listenerManager = new ListenerManager(maxlisteners, maxhandles);
m_scene.EventManager.OnChatFromClient += DeliverClientMessage; m_scene.EventManager.OnChatFromClient += DeliverClientMessage;
m_scene.EventManager.OnChatBroadcast += DeliverClientMessage; m_scene.EventManager.OnChatBroadcast += DeliverClientMessage;
//SYMMETRIC SYNC //DSG SYNC
//m_scene.EventManager.OnChatFromWorld += DeliverClientMessage; //m_scene.EventManager.OnChatFromWorld += DeliverClientMessage;
//Kitty: temp debug //Kitty: temp debug
//m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); //m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//end SYMMETRIC SYNC //end DSG SYNC
m_pendingQ = new Queue(); m_pendingQ = new Queue();
m_pending = Queue.Synchronized(m_pendingQ); m_pending = Queue.Synchronized(m_pendingQ);
} }

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@ -252,7 +252,7 @@ namespace OpenSim.Region.CoreModules.World.Media.Moap
SetPartMediaFlags(part, face, me != null); SetPartMediaFlags(part, face, me != null);
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.MediaUrl, SceneObjectPartProperties.Shape}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.MediaUrl, SceneObjectPartSyncProperties.Shape});
part.TriggerScriptChangedEvent(Changed.MEDIA); part.TriggerScriptChangedEvent(Changed.MEDIA);
} }
@ -459,7 +459,7 @@ namespace OpenSim.Region.CoreModules.World.Media.Moap
// Arguably, we could avoid sending a full update to the avatar that just changed the texture. // Arguably, we could avoid sending a full update to the avatar that just changed the texture.
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Shape, SceneObjectPartProperties.MediaUrl}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Shape, SceneObjectPartSyncProperties.MediaUrl});
part.TriggerScriptChangedEvent(Changed.MEDIA); part.TriggerScriptChangedEvent(Changed.MEDIA);
@ -538,7 +538,7 @@ namespace OpenSim.Region.CoreModules.World.Media.Moap
UpdateMediaUrl(part, agentId); UpdateMediaUrl(part, agentId);
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.MediaUrl}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.MediaUrl});
part.TriggerScriptChangedEvent(Changed.MEDIA); part.TriggerScriptChangedEvent(Changed.MEDIA);

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@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
part.TriggerScriptChangedEvent(Changed.OWNER); part.TriggerScriptChangedEvent(Changed.OWNER);
group.ResumeScripts(); group.ResumeScripts();
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.FullUpdate }); //quite some properties changed, let's just force all to be synchronized part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.FullUpdate }); //quite some properties changed, let's just force all to be synchronized
break; break;

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@ -584,14 +584,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
m_scene.SaveTerrain(); m_scene.SaveTerrain();
//SYMMETRIC SYNC //DSG SYNC
//Terrain has been modified, send out sync message if needed //Terrain has been modified, send out sync message if needed
//if (m_scene.RegionSyncModule != null) //if (m_scene.RegionSyncModule != null)
//{ //{
//m_log.DebugFormat("EventManager_OnTerrainTick: To call SendTerrainUpdates with TS {0} and actorID {1}", m_lastUpdateTimeStamp, m_lastUpdateActorID); //m_log.DebugFormat("EventManager_OnTerrainTick: To call SendTerrainUpdates with TS {0} and actorID {1}", m_lastUpdateTimeStamp, m_lastUpdateActorID);
//m_scene.RegionSyncModule.SendTerrainUpdates(m_lastUpdateTimeStamp, m_lastUpdateActorID); //m_scene.RegionSyncModule.SendTerrainUpdates(m_lastUpdateTimeStamp, m_lastUpdateActorID);
//} //}
//end of SYMMETRIC SYNC //end of DSG SYNC
// Clients who look at the map will never see changes after they looked at the map, so i've commented this out. // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
//m_scene.CreateTerrainTexture(true); //m_scene.CreateTerrainTexture(true);
@ -633,7 +633,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
client.OnUnackedTerrain += client_OnUnackedTerrain; client.OnUnackedTerrain += client_OnUnackedTerrain;
} }
//SYMMETRIC SYNC //DSG SYNC
private long m_lastUpdateTimeStamp = DateTime.Now.Ticks; private long m_lastUpdateTimeStamp = DateTime.Now.Ticks;
public long LastUpdateTimeStamp public long LastUpdateTimeStamp
{ {
@ -708,7 +708,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_lastUpdateActorID = lastUpdateActorID; m_lastUpdateActorID = lastUpdateActorID;
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
/// <summary> /// <summary>
/// Checks to see if the terrain has been modified since last check /// Checks to see if the terrain has been modified since last check
@ -717,7 +717,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// </summary> /// </summary>
private void CheckForTerrainUpdates() private void CheckForTerrainUpdates()
{ {
//SYMMETRIC SYNC //DSG SYNC
m_log.DebugFormat("CheckForTerrainUpdates() called"); m_log.DebugFormat("CheckForTerrainUpdates() called");
//Assumption: Thus function is only called when the terrain is updated by the local actor. //Assumption: Thus function is only called when the terrain is updated by the local actor.
// Updating terrain during receiving sync messages from another actor will call CheckForTerrainUpdates. // Updating terrain during receiving sync messages from another actor will call CheckForTerrainUpdates.
@ -729,7 +729,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
//Check if the terrain has been modified and send out sync message if modified. //Check if the terrain has been modified and send out sync message if modified.
CheckForTerrainUpdates(false, currentTimeTick, localActorID); CheckForTerrainUpdates(false, currentTimeTick, localActorID);
//end of SYMMETRIC SYNC //end of DSG SYNC
//CheckForTerrainUpdates(false); //CheckForTerrainUpdates(false);
} }
@ -743,9 +743,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param> /// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
/// </summary> /// </summary>
//private void CheckForTerrainUpdates(bool respectEstateSettings) //private void CheckForTerrainUpdates(bool respectEstateSettings)
//SYMMETRIC SYNC: Change the interface, to input the right sync information for the most recent update //DSG SYNC: Change the interface, to input the right sync information for the most recent update
private void CheckForTerrainUpdates(bool respectEstateSettings, long lastUpdateTimeStamp, string lastUpdateActorID) private void CheckForTerrainUpdates(bool respectEstateSettings, long lastUpdateTimeStamp, string lastUpdateActorID)
//end of SYMMETRIC SYNC //end of DSG SYNC
{ {
bool shouldTaint = false; bool shouldTaint = false;
float[] serialised = m_channel.GetFloatsSerialised(); float[] serialised = m_channel.GetFloatsSerialised();
@ -774,14 +774,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (shouldTaint) if (shouldTaint)
{ {
m_tainted = true; m_tainted = true;
//SYMMETRIC SYNC //DSG SYNC
//Terrain has been modified, updated the sync info //Terrain has been modified, updated the sync info
if (m_scene.RegionSyncModule != null) if (m_scene.RegionSyncModule != null)
{ {
SyncInfoUpdate(lastUpdateTimeStamp, lastUpdateActorID); SyncInfoUpdate(lastUpdateTimeStamp, lastUpdateActorID);
m_scene.RegionSyncModule.SendTerrainUpdates(lastUpdateTimeStamp, lastUpdateActorID); m_scene.RegionSyncModule.SendTerrainUpdates(lastUpdateTimeStamp, lastUpdateActorID);
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }
@ -895,9 +895,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_channel, allowMask, west, south, height, size, seconds); m_channel, allowMask, west, south, height, size, seconds);
//CheckForTerrainUpdates(!god); //revert changes outside estate limits //CheckForTerrainUpdates(!god); //revert changes outside estate limits
//SYMMETRIC SYNC //DSG SYNC
CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID()); CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID());
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }
else else
@ -939,9 +939,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_channel, fillArea, size); m_channel, fillArea, size);
//CheckForTerrainUpdates(!god); //revert changes outside estate limits //CheckForTerrainUpdates(!god); //revert changes outside estate limits
//SYMMETRIC SYNC //DSG SYNC
CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID()); CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID());
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }
else else

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@ -52,31 +52,43 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IRegionSyncModule public interface IRegionSyncModule
{ {
bool Active { get; } //if true, this RegionSyncModule is connected into the synchronization overlay bool Active { get; } //if true, this RegionSyncModule is connected into the synchronization overlay
string ActorID { get; } string ActorID { get; } //might be phased out soon
DSGActorTypes DSGActorType { get; set; } string SyncID { get; }
//DSGActorTypes DSGActorType { get; set; }
bool IsSyncRelay { get; } bool IsSyncRelay { get; }
/// <summary> /// <summary>
/// The mapping of a property (identified by its name) to the index of a bucket. /// The mapping of a property (identified by its name) to the index of a bucket.
/// </summary> /// </summary>
Dictionary<SceneObjectPartProperties, string> PrimPropertyBucketMap { get; } Dictionary<SceneObjectPartSyncProperties, string> PrimPropertyBucketMap { get; }
/// <summary> /// <summary>
/// The text description of the properties in each bucket, e.g. "General", "Physics" /// The text description of the properties in each bucket, e.g. "General", "Physics"
/// </summary> /// </summary>
List<string> PropertyBucketDescription { get; } List<string> PropertyBucketDescription { get; }
//Enqueue updates for scene-objects and scene-presences //Enqueue updates for scene-objects and scene-presences
void QueueSceneObjectPartForUpdate(SceneObjectPart part); //Legacy interface, used in Bucket-sync
//void QueueSceneObjectPartForUpdate(SceneObjectPart part);
void QueueScenePresenceForTerseUpdate(ScenePresence presence); void QueueScenePresenceForTerseUpdate(ScenePresence presence);
//void QueueSceneObjectGroupForUpdate(SceneObjectGroup sog);
//void ProcessAndEnqueuePrimUpdatesBySync(SceneObjectPart part, List<SceneObjectPartSyncProperties> updatedProperties);
void ProcessAndEnqueuePrimUpdatesByLocal(SceneObjectPart part, List<SceneObjectPartSyncProperties> updatedProperties);
void SyncOutPrimUpdates();
//Legacy calls in Bucket sync'ing
//The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector //The folloiwng calls deal with object updates, and will insert each update into an outgoing queue of each SyncConnector
void SendSceneUpdates(); //void SendSceneUpdates();
void SendNewObject(SceneObjectGroup sog); void SendNewObject(SceneObjectGroup sog);
void SendDeleteObject(SceneObjectGroup sog, bool softDelete); void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children); void SendLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups); void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
//New functions for per property sync'ing
void SyncNewObject(SceneObjectGroup sog);
void SyncDeleteObject(SceneObjectGroup sog, bool softDelete);
void SyncLinkObject(SceneObjectGroup linkedGroup, SceneObjectPart root, List<SceneObjectPart> children);
void SyncDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups);
//In RegionSyncModule's implementation, //In RegionSyncModule's implementation,
//The following calls send out a message immediately, w/o putting it in the SyncConnector's outgoing queue. //The following calls send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
//May need some optimization there on the priorities. //May need some optimization there on the priorities.
@ -89,6 +101,8 @@ namespace OpenSim.Region.Framework.Interfaces
//void QueuePresenceForTerseUpdate(ScenePresence presence) //void QueuePresenceForTerseUpdate(ScenePresence presence)
//void SendAvatarUpdates(); //void SendAvatarUpdates();
//Debug purpose, mainly for LSL scripts
void Debug(String debugMsg);
} }
/// <summary> /// <summary>

View File

@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
void UndoTerrain(ITerrainChannel channel); void UndoTerrain(ITerrainChannel channel);
//SYMMETRIC SYNC //DSG SYNC
/// <summary> /// <summary>
/// Invoked by receiving a terrain sync message. First, check if the /// Invoked by receiving a terrain sync message. First, check if the
/// timestamp is more advance than the local copy. If so, update the /// timestamp is more advance than the local copy. If so, update the
@ -96,6 +96,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="lastUpdateTimeStamp"></param> /// <param name="lastUpdateTimeStamp"></param>
/// <param name="lastUpdateActorID"></param> /// <param name="lastUpdateActorID"></param>
void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID); void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID);
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }

View File

@ -38,7 +38,7 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes namespace OpenSim.Region.Framework.Scenes
{ {
//SYMMETRIC SYNC: Rename the original EventManager as EventManagerBase, and implement a new EventManager that inherits from EventManagerBase //DSG SYNC: Rename the original EventManager as EventManagerBase, and implement a new EventManager that inherits from EventManagerBase
/// <summary> /// <summary>
/// A wrapper class to implement handle event differently depending on if they are initiated locally or remotelly (i.e. by another actor) /// A wrapper class to implement handle event differently depending on if they are initiated locally or remotelly (i.e. by another actor)
@ -1113,7 +1113,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//SYMMETRIC SYNC: overridden at new EventManager class //DSG SYNC: overridden at new EventManager class
//public void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) //public void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) public virtual void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{ {
@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//SYMMETRIC SYNC: overridden at new EventManager class //DSG SYNC: overridden at new EventManager class
//public void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) //public void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) public virtual void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{ {
@ -1159,7 +1159,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//SYMMETRIC SYNC: overridden at new EventManager class //DSG SYNC: overridden at new EventManager class
//public void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) //public void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs) public virtual void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{ {
@ -1851,7 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//SYMMETRIC SYNC: the function is overridden in new EventManager //DSG SYNC: the function is overridden in new EventManager
//public void TriggerOnChatFromWorld(Object sender, OSChatMessage chat) //public void TriggerOnChatFromWorld(Object sender, OSChatMessage chat)
public virtual void TriggerOnChatFromWorld(Object sender, OSChatMessage chat) public virtual void TriggerOnChatFromWorld(Object sender, OSChatMessage chat)
{ {
@ -1874,7 +1874,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//SYMMETRIC SYNC: overiding this in the inherited class //DSG SYNC: overiding this in the inherited class
//public void TriggerOnChatFromClient(Object sender, OSChatMessage chat) //public void TriggerOnChatFromClient(Object sender, OSChatMessage chat)
public virtual void TriggerOnChatFromClient(Object sender, OSChatMessage chat) public virtual void TriggerOnChatFromClient(Object sender, OSChatMessage chat)
{ {
@ -2550,7 +2550,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
#endregion #endregion
//SYMMETRIC SYNC //DSG SYNC
public event PostSceneCreation OnPostSceneCreation; public event PostSceneCreation OnPostSceneCreation;
public delegate void PostSceneCreation(Scene createdScene); public delegate void PostSceneCreation(Scene createdScene);
public void TriggerOnPostSceneCreation(Scene createdScene) public void TriggerOnPostSceneCreation(Scene createdScene)
@ -2619,6 +2619,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }

View File

@ -251,7 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
AssetService.Store(asset); AssetService.Store(asset);
//REGION SYNC: if RegionSyncEnabled, move script related operations to be after update inventory item //REGION SYNC: if RegionSyncEnabled, move script related operations to be after update inventory item
//SYMMETRIC SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule //DSG SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
/* /*
if (!RegionSyncEnabled) if (!RegionSyncEnabled)
{ {
@ -270,7 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
part.GetProperties(remoteClient); part.GetProperties(remoteClient);
////REGION SYNC ////REGION SYNC
//SYMMETRIC SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule //DSG SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
/* /*
if (!RegionSyncEnabled) if (!RegionSyncEnabled)
{ {
@ -309,7 +309,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
* */ * */
//SYMMETRIC SYNC: Distributed Scene Graph implementation //DSG SYNC: Distributed Scene Graph implementation
m_log.Debug("Scene.Inventory: to call EventManager.TriggerUpdateScript, agentID: " + remoteClient.AgentId); m_log.Debug("Scene.Inventory: to call EventManager.TriggerUpdateScript, agentID: " + remoteClient.AgentId);
//Trigger OnUpdateScript event. //Trigger OnUpdateScript event.
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID); EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
@ -370,7 +370,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
#endregion #endregion
#region SYMMETRIC SYNC #region DSG SYNC
public void SymSync_OnNewScript(UUID avatarID, UUID itemID, SceneObjectPart part) public void SymSync_OnNewScript(UUID avatarID, UUID itemID, SceneObjectPart part)
{ {
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
return errors; return errors;
} }
#endregion //SYMMETRIC SYNC #endregion //DSG SYNC
/// <summary> /// <summary>
@ -1714,7 +1714,7 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID); part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID);
part.GetProperties(remoteClient); part.GetProperties(remoteClient);
//SYMMETRIC SYNC //DSG SYNC
/* Original OpenSim code, commented out /* Original OpenSim code, commented out
// TODO: switch to posting on_rez here when scripts // TODO: switch to posting on_rez here when scripts
// have state in inventory // have state in inventory
@ -1741,7 +1741,7 @@ namespace OpenSim.Region.Framework.Scenes
//part.GetProperties(remoteClient); //part.GetProperties(remoteClient);
part.ParentGroup.ResumeScripts(); part.ParentGroup.ResumeScripts();
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
else else
@ -1801,7 +1801,7 @@ namespace OpenSim.Region.Framework.Scenes
part.Inventory.AddInventoryItem(taskItem, false); part.Inventory.AddInventoryItem(taskItem, false);
part.GetProperties(remoteClient); part.GetProperties(remoteClient);
//SYMMETRIC SYNC //DSG SYNC
//part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0); //part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
//part.ParentGroup.ResumeScripts(); //part.ParentGroup.ResumeScripts();
if (RegionSyncModule != null) if (RegionSyncModule != null)
@ -1819,7 +1819,7 @@ namespace OpenSim.Region.Framework.Scenes
//part.GetProperties(remoteClient); //part.GetProperties(remoteClient);
part.ParentGroup.ResumeScripts(); part.ParentGroup.ResumeScripts();
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }
@ -2256,7 +2256,7 @@ namespace OpenSim.Region.Framework.Scenes
group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
//group.ScheduleGroupForFullUpdate(); //group.ScheduleGroupForFullUpdate();
group.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //new object, all properties have new value group.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //new object, all properties have new value
return group; return group;
} }
@ -2322,7 +2322,7 @@ namespace OpenSim.Region.Framework.Scenes
sog.SetOwnerId(ownerID); sog.SetOwnerId(ownerID);
sog.SetGroup(groupID, remoteClient); sog.SetGroup(groupID, remoteClient);
//sog.ScheduleGroupForFullUpdate(); //sog.ScheduleGroupForFullUpdate();
sog.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.OwnerID, SceneObjectPartProperties.GroupID}); sog.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.OwnerID, SceneObjectPartSyncProperties.GroupID});
SceneObjectPart[] partList = sog.Parts; SceneObjectPart[] partList = sog.Parts;
@ -2386,6 +2386,9 @@ namespace OpenSim.Region.Framework.Scenes
List<SceneObjectPart> children = new List<SceneObjectPart>(); List<SceneObjectPart> children = new List<SceneObjectPart>();
SceneObjectPart root = GetSceneObjectPart(parentPrimId); SceneObjectPart root = GetSceneObjectPart(parentPrimId);
//DSG DEBUG
m_log.Debug("Scene.LinkObjects -- ROOT: " + root.DebugObjectPartProperties());
if (root == null) if (root == null)
{ {
m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId); m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
@ -2405,6 +2408,9 @@ namespace OpenSim.Region.Framework.Scenes
if (part == null) if (part == null)
continue; continue;
//DSG DEBUG
m_log.Debug("Scene.LinkObjects -- child to link: " + part.DebugObjectPartProperties());
if (!owners.Contains(part.OwnerID)) if (!owners.Contains(part.OwnerID))
owners.Add(part.OwnerID); owners.Add(part.OwnerID);

View File

@ -213,7 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
isAttachment = true; isAttachment = true;
else else
//part.ParentGroup.ScheduleGroupForFullUpdate(); //part.ParentGroup.ScheduleGroupForFullUpdate();
part.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.IsSelected}); part.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate});
// If it's not an attachment, and we are allowed to move it, // If it's not an attachment, and we are allowed to move it,
// then we might have done so. If we moved across a parcel // then we might have done so. If we moved across a parcel

View File

@ -634,9 +634,9 @@ namespace OpenSim.Region.Framework.Scenes
#endregion #endregion
#region SYMMETRIC SYNC #region DSG SYNC
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
//KittyL: 12/23/2010. SYMMETRIC SYNC: Implementation for the symmetric synchronization model. //KittyL: 12/23/2010. DSG SYNC: Implementation for the symmetric synchronization model.
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
private IRegionSyncModule m_regionSyncModule = null; private IRegionSyncModule m_regionSyncModule = null;
@ -709,9 +709,6 @@ namespace OpenSim.Region.Framework.Scenes
//Similar to DeleteSceneObject, except that this does not change LastUpdateActorID and LastUpdateTimeStamp //Similar to DeleteSceneObject, except that this does not change LastUpdateActorID and LastUpdateTimeStamp
public void DeleteSceneObjectBySynchronization(SceneObjectGroup group) public void DeleteSceneObjectBySynchronization(SceneObjectGroup group)
{ {
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
// Serialise calls to RemoveScriptInstances to avoid // Serialise calls to RemoveScriptInstances to avoid
// deadlocking on m_parts inside SceneObjectGroup // deadlocking on m_parts inside SceneObjectGroup
@ -794,7 +791,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="childrenIDs"></param> /// <param name="childrenIDs"></param>
public void LinkObjectBySync(SceneObjectGroup linkedGroup, UUID rootID, List<UUID> childrenIDs) public void LinkObjectBySync(SceneObjectGroup linkedGroup, UUID rootID, List<UUID> childrenIDs)
{ {
//m_log.Debug("Start to LinkObjectBySync"); m_log.Debug("Start to LinkObjectBySync");
//DebugSceneObjectGroups(); //DebugSceneObjectGroups();
List<SceneObjectPart> children = new List<SceneObjectPart>(); List<SceneObjectPart> children = new List<SceneObjectPart>();
@ -816,13 +813,17 @@ namespace OpenSim.Region.Framework.Scenes
continue; continue;
} }
//m_log.Debug("to link part " + part.DebugObjectPartProperties()); //TEMP DEBUG
/*
m_log.Debug("to link part " + part.DebugObjectPartProperties());
string partNames = ""; string partNames = "";
foreach (SceneObjectPart child in part.ParentGroup.Parts) foreach (SceneObjectPart child in part.ParentGroup.Parts)
{ {
partNames += "(" + child.Name + "," + child.UUID + ")"; partNames += "(" + child.Name + "," + child.UUID + ")";
} }
//m_log.Debug("LinkObjectBySync: " + part.Name + "," + part.UUID + " with root "+root.Name+","+root.UUID+"; its SOG has " + part.ParentGroup.Parts.Length + " parts : "+partNames); //m_log.Debug("LinkObjectBySync: " + part.Name + "," + part.UUID + " with root "+root.Name+","+root.UUID+"; its SOG has " + part.ParentGroup.Parts.Length + " parts : "+partNames);
* */
children.Add(part); children.Add(part);
} }
@ -830,17 +831,15 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.Debug("to link " + children.Count + " parts with " + root.Name); //m_log.Debug("to link " + children.Count + " parts with " + root.Name);
//Leverage the LinkObject implementation to get the book keeping of Group and Parts relations right //Leverage the LinkObject implementation to get the book keeping of Group and Parts relations right
m_sceneGraph.LinkObjectsBySync(root, children); m_sceneGraph.LinkObjectsBySync(root, children);
//The properties of the newly linked object should be updated later with another UpdatedObject message. //KittyL 04/19/2011: no longer update properties here, caller will do it
//Set the property values as in the incoming copy of the object group //Set the property values as in the incoming copy of the object group
//SceneObjectGroup localGroup = root.ParentGroup;
//localGroup.UpdateObjectGroupBySync(linkedGroup);
SceneObjectGroup localGroup = root.ParentGroup; //DSG DEBUG
localGroup.UpdateObjectGroupBySync(linkedGroup);
//debug
/* /*
m_log.Debug("after SceneGraph.LinkObjectsBySync, the newly linked group is \n" + root.ParentGroup.DebugObjectUpdateResult()); m_log.Debug("after SceneGraph.LinkObjectsBySync, the newly linked group is \n" + root.ParentGroup.DebugObjectUpdateResult());
m_log.Debug("parts before linking now have properties: "); m_log.Debug("parts before linking now have properties: ");
@ -848,9 +847,18 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_log.Debug(part.DebugObjectPartProperties()); m_log.Debug(part.DebugObjectPartProperties());
} }
* */ * */
} }
/// <summary>
/// Delink objects after receiving DelinkObject sync message.
/// Assumption: the actor whichever initiates the DelinkObject
/// operation has already done premission checking.
/// </summary>
/// <param name="delinkPrimIDs"></param>
/// <param name="beforeDelinkGroupIDs"></param>
/// <param name="incomingAfterDelinkGroups"></param>
public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups) public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups)
{ {
m_sceneGraph.DelinkObjectsBySync(delinkPrimIDs, beforeDelinkGroupIDs, incomingAfterDelinkGroups); m_sceneGraph.DelinkObjectsBySync(delinkPrimIDs, beforeDelinkGroupIDs, incomingAfterDelinkGroups);
@ -863,7 +871,18 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.UpdateObjectPartBucketProperties(bucketName, partUUID, updatePart, bucketSyncInfo); return m_sceneGraph.UpdateObjectPartBucketProperties(bucketName, partUUID, updatePart, bucketSyncInfo);
} }
#endregion //SYMMETRIC SYNC public bool AddNewSceneObjectByDelink(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (m_sceneGraph.AddNewSceneObjectByDelink(sceneObject, attachToBackup, sendClientUpdates))
{
EventManager.TriggerObjectAddedToScene(sceneObject);
return true;
}
return false;
}
#endregion //DSG SYNC
public ICapabilitiesModule CapsModule public ICapabilitiesModule CapsModule
{ {
@ -1006,10 +1025,10 @@ namespace OpenSim.Region.Framework.Scenes
m_physicalPrim = physicalPrim; m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
//SYMMETRIC SYNC: pass Scene reference to EventManager //DSG SYNC: pass Scene reference to EventManager
//m_eventManager = new EventManager(); //m_eventManager = new EventManager();
m_eventManager = new EventManager(this); m_eventManager = new EventManager(this);
//end of SYMMETRIC SYNC //end of DSG SYNC
m_permissions = new ScenePermissions(this); m_permissions = new ScenePermissions(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
@ -1215,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes
m_regInfo = regInfo; m_regInfo = regInfo;
//SYMMETRIC SYNC: pass Scene reference to EventManager //DSG SYNC: pass Scene reference to EventManager
//m_eventManager = new EventManager(); //m_eventManager = new EventManager();
m_eventManager = new EventManager(this); m_eventManager = new EventManager(this);
//end of SYMMETRIC SYNC //end of DSG SYNC
m_lastUpdate = Util.EnvironmentTickCount(); m_lastUpdate = Util.EnvironmentTickCount();
} }
@ -1553,13 +1572,13 @@ namespace OpenSim.Region.Framework.Scenes
PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>(); PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>(); SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
//SYMMETRIC SYNC (KittyL: started 12/23/2010) //DSG SYNC (KittyL: started 12/23/2010)
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
m_regionSyncModule = RequestModuleInterface<IRegionSyncModule>(); m_regionSyncModule = RequestModuleInterface<IRegionSyncModule>();
m_DSGActorSyncModule = RequestModuleInterface<IDSGActorSyncModule>(); m_DSGActorSyncModule = RequestModuleInterface<IDSGActorSyncModule>();
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
//end of SYMMETRIC SYNC //end of DSG SYNC
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// Shoving this in here for now, because we have the needed // Shoving this in here for now, because we have the needed
@ -1739,14 +1758,15 @@ namespace OpenSim.Region.Framework.Scenes
m_regionSyncServerModule.SendUpdates(); m_regionSyncServerModule.SendUpdates();
} }
//SYMMETRIC SYNC //DSG SYNC
//NOTE: If it is configured as symmetric sync in opensim.ini, the above IsSyncedServer() or IsSyncedClient() should all return false //NOTE: If it is configured as symmetric sync in opensim.ini, the above IsSyncedServer() or IsSyncedClient() should all return false
if (RegionSyncModule != null) if (RegionSyncModule != null)
{ {
RegionSyncModule.SendSceneUpdates(); //RegionSyncModule.SendSceneUpdates();
RegionSyncModule.SyncOutPrimUpdates();
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
int tmpPhysicsMS2 = Util.EnvironmentTickCount(); int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled && (IsSyncedServer() || IsPhysEngineActor())) if ((Frame % m_update_physics == 0) && m_physics_enabled && (IsSyncedServer() || IsPhysEngineActor()))
@ -2403,7 +2423,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
//sceneObject.ScheduleGroupForFullUpdate(); //sceneObject.ScheduleGroupForFullUpdate();
sceneObject.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //new object, all properties have new value sceneObject.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //new object, all properties have new value
return sceneObject; return sceneObject;
} }
@ -2580,16 +2600,18 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerParcelPrimCountTainted(); EventManager.TriggerParcelPrimCountTainted();
} }
group.DeleteGroupFromScene(silent); //DSG SYNC
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
//Propagate the RemovedObject message //Propagate the RemovedObject message
if (RegionSyncModule != null) if (RegionSyncModule != null)
{ {
RegionSyncModule.SendDeleteObject(group, false); //RegionSyncModule.SendDeleteObject(group, false);
RegionSyncModule.SyncDeleteObject(group, false);
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
group.DeleteGroupFromScene(silent);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
} }
@ -3210,7 +3232,7 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags; client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily; client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
client.OnObjectPermissions += HandleObjectPermissionsUpdate; client.OnObjectPermissions += HandleObjectPermissionsUpdate;
//SYMMETRIC SYNC: return the code back to its original OpenSim version //DSG SYNC: return the code back to its original OpenSim version
//if (IsSyncedServer()) //if (IsSyncedServer())
//{ //{
client.OnGrabObject += ProcessObjectGrab; client.OnGrabObject += ProcessObjectGrab;
@ -3710,7 +3732,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
//SYMMETRIC SYNC: object remove should be handled through RegionSyncModule //DSG SYNC: object remove should be handled through RegionSyncModule
// REGION SYNC // REGION SYNC
/* /*
if( IsSyncedServer() ) if( IsSyncedServer() )
@ -4532,7 +4554,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ent is SceneObjectGroup) if (ent is SceneObjectGroup)
{ {
//((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); //((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); //This is not due to property being updated, hence passing "None" property. ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None}); //This is not due to property being updated, hence passing "None" property.
} }
} }
} }

View File

@ -47,9 +47,9 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ObjectDeleteDelegate(EntityBase obj); public delegate void ObjectDeleteDelegate(EntityBase obj);
//SYMMETRIC SYNC //DSG SYNC
public delegate void ObjectCreateBySyncDelegate(EntityBase obj); public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
//end of SYMMETRIC SYNC //end of DSG SYNC
/// <summary> /// <summary>
@ -69,9 +69,9 @@ namespace OpenSim.Region.Framework.Scenes
public event ObjectCreateDelegate OnObjectCreate; public event ObjectCreateDelegate OnObjectCreate;
public event ObjectDeleteDelegate OnObjectRemove; public event ObjectDeleteDelegate OnObjectRemove;
//SYMMETRIC SYNC //DSG SYNC
public event ObjectCreateBySyncDelegate OnObjectCreateBySync; public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
//end of SYMMETRIC SYNC //end of DSG SYNC
#endregion #endregion
@ -288,7 +288,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.HasGroupChanged = true; sceneObject.HasGroupChanged = true;
} }
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, false);
} }
/// <summary> /// <summary>
@ -310,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
if (attachToBackup) if (attachToBackup)
sceneObject.HasGroupChanged = true; sceneObject.HasGroupChanged = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, false);
} }
/// <summary> /// <summary>
@ -344,7 +344,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.Velocity = vel; sceneObject.Velocity = vel;
} }
//SYMMETRIC SYNC //DSG SYNC
//Moving AddNewSceneObject to the end of this function, so that //Moving AddNewSceneObject to the end of this function, so that
//all object properties are set when AddNewSceneObject is called. //all object properties are set when AddNewSceneObject is called.
AddNewSceneObject(sceneObject, true, false); AddNewSceneObject(sceneObject, true, false);
@ -368,17 +368,17 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns> /// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene /// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns> /// </returns>
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates, bool addedByDelink)
{ {
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
return false; return false;
if (Entities.ContainsKey(sceneObject.UUID)) if (Entities.ContainsKey(sceneObject.UUID))
return false; return false;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", // "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName); // sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
SceneObjectPart[] children = sceneObject.Parts; SceneObjectPart[] children = sceneObject.Parts;
@ -403,18 +403,18 @@ namespace OpenSim.Region.Framework.Scenes
m_numPrim += children.Length; m_numPrim += children.Length;
sceneObject.AttachToScene(m_parentScene); sceneObject.AttachToScene(m_parentScene);
Entities.Add(sceneObject); Entities.Add(sceneObject);
if (attachToBackup) if (attachToBackup)
sceneObject.AttachToBackup(); sceneObject.AttachToBackup();
if (OnObjectCreate != null) if (OnObjectCreate != null)
OnObjectCreate(sceneObject); OnObjectCreate(sceneObject);
lock (SceneObjectGroupsByFullID) lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
lock (SceneObjectGroupsByFullPartID) lock (SceneObjectGroupsByFullPartID)
{ {
SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject;
@ -429,15 +429,15 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
} }
//SYMMETRIC SYNC: sending NewObject event, and sending it before calling ScheduleGroupForFullUpdate
if (m_parentScene.RegionSyncModule != null)
{
m_parentScene.RegionSyncModule.SendNewObject(sceneObject);
}
if (sendClientUpdates) if (sendClientUpdates)
//sceneObject.ScheduleGroupForFullUpdate(); //sceneObject.ScheduleGroupForFullUpdate();
sceneObject.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.None }); sceneObject.ScheduleGroupForFullUpdate(null);
//DSG SYNC: sending NewObject event, and sending it before calling ScheduleGroupForFullUpdate
if (m_parentScene.RegionSyncModule != null && !addedByDelink)
{
m_parentScene.RegionSyncModule.SyncNewObject(sceneObject);
}
return true; return true;
} }
@ -1637,21 +1637,21 @@ namespace OpenSim.Region.Framework.Scenes
parentGroup.TriggerScriptChangedEvent(Changed.LINK); parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true; parentGroup.HasGroupChanged = true;
//SYMMETRIC SYNC //DSG SYNC
//Schedule a LinkObject message for synchronization purpose. This will lead to enqueue a LinkObject message in SyncConnector's outgoingQueue, //Send out LinkObject sync messages.
//so should return quickly.
if (m_parentScene.RegionSyncModule != null) if (m_parentScene.RegionSyncModule != null)
{ {
//Tell other actors to link the SceneObjectParts together as a new group. //Tell other actors to link the SceneObjectParts together as a new group.
m_parentScene.RegionSyncModule.SendLinkObject(parentGroup, root, children); //m_parentScene.RegionSyncModule.SendLinkObject(parentGroup, root, children);
m_parentScene.RegionSyncModule.SyncLinkObject(parentGroup, root, children);
} }
//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers). //Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers).
//But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them //But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them
//via the LinkObject message sent above. //via the LinkObject message sent above.
parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged(); parentGroup.ScheduleGroupForFullUpdate(null);
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
finally finally
@ -1673,7 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
List<SceneObjectPart> rootParts = new List<SceneObjectPart>(); List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
//SYMMETRIC SYNC, record the new object groups after the delink operation //DSG SYNC, record the new object groups after the delink operation
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
@ -1694,7 +1694,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!affectedGroups.Contains(group)) if (!affectedGroups.Contains(group))
{ {
affectedGroups.Add(group); affectedGroups.Add(group);
//SYMMETRIC SYNC //DSG SYNC
beforeDelinkGroups.Add(group); beforeDelinkGroups.Add(group);
} }
} }
@ -1711,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
// handled further. Do the honors here. // handled further. Do the honors here.
child.ParentGroup.HasGroupChanged = true; child.ParentGroup.HasGroupChanged = true;
//SYMMETRIC SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations. //DSG SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//child.ParentGroup.ScheduleGroupForFullUpdate(); //child.ParentGroup.ScheduleGroupForFullUpdate();
afterDelinkGroups.Add(child.ParentGroup); afterDelinkGroups.Add(child.ParentGroup);
} }
@ -1783,24 +1783,24 @@ namespace OpenSim.Region.Framework.Scenes
g.TriggerScriptChangedEvent(Changed.LINK); g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist g.HasGroupChanged = true; // Persist
//SYMMETRIC SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations. //DSG SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//g.ScheduleGroupForFullUpdate(); //g.ScheduleGroupForFullUpdate();
afterDelinkGroups.Add(g); afterDelinkGroups.Add(g);
} }
//SYMMETRIC SYNC //DSG SYNC
//Send out DelinkObject message to other actors to sychronize their object list //Send out DelinkObject message to other actors to sychronize their object list
if (m_parentScene.RegionSyncModule != null) if (m_parentScene.RegionSyncModule != null)
{ {
m_parentScene.RegionSyncModule.SendDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups); m_parentScene.RegionSyncModule.SyncDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
} }
//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers). //Schedule updates as in legacy OpenSim code, to send updates
//But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them //to viewers connected to this actor (at least needed for client managers).
foreach (SceneObjectGroup sog in afterDelinkGroups) foreach (SceneObjectGroup sog in afterDelinkGroups)
{ {
sog.ScheduleGroupForFullUpdate_SyncInfoUnchanged(); sog.ScheduleGroupForFullUpdate(null);
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
finally finally
{ {
@ -1961,7 +1961,7 @@ namespace OpenSim.Region.Framework.Scenes
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
copy.HasGroupChanged = true; copy.HasGroupChanged = true;
//copy.ScheduleGroupForFullUpdate(); //copy.ScheduleGroupForFullUpdate();
copy.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //new object, all property values are new copy.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //new object, all property values are new
copy.ResumeScripts(); copy.ResumeScripts();
// required for physics to update it's position // required for physics to update it's position
@ -2059,7 +2059,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion // REGION SYNC #endregion // REGION SYNC
#region SYMMETRIC SYNC #region DSG SYNC
public Scene.ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup updatedSog) public Scene.ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup updatedSog)
{ {
@ -2175,9 +2175,13 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.RootPart.SetParentLocalId(avatar.LocalId); sceneObject.RootPart.SetParentLocalId(avatar.LocalId);
} }
//SYMMETRIC SYNC, //DSG SYNC,
sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged(); sceneObject.HasGroupChanged = true;
//end of SYMMETRIC SYNC, //NewObject is sent via a specific sync message, not through updates;
//hence not passing any property list here in calling
//ScheduleGroupForFullUpdate().
sceneObject.ScheduleGroupForFullUpdate(null);
//end of DSG SYNC,
Entities.Add(sceneObject); Entities.Add(sceneObject);
@ -2248,7 +2252,7 @@ namespace OpenSim.Region.Framework.Scenes
// Make sure no child prim is set for sale // Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly // So that, on delink, no prims are unwittingly
// left for sale and sold off // left for sale and sold off
//SYMMETRIC SYNC: need to copy value w/o trigger UpdateBucketSyncInfo //DSG SYNC: need to copy value w/o trigger UpdateBucketSyncInfo
//child.RootPart.ObjectSaleType = 0; //child.RootPart.ObjectSaleType = 0;
//child.RootPart.SalePrice = 10; //child.RootPart.SalePrice = 10;
//child.RootPart.SetObjectSaleType(0); //child.RootPart.SetObjectSaleType(0);
@ -2285,7 +2289,7 @@ namespace OpenSim.Region.Framework.Scenes
parentGroup.TriggerScriptChangedEvent(Changed.LINK); parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true; parentGroup.HasGroupChanged = true;
//Do not change the timestamp and actorID values //Do not change the timestamp and actorID values
parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged(); parentGroup.ScheduleGroupForFullUpdate(null);
} }
finally finally
@ -2304,6 +2308,7 @@ namespace OpenSim.Region.Framework.Scenes
public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups) public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups)
{ {
Dictionary<UUID, SceneObjectGroup> localBeforeDelinkGroups = new Dictionary<UUID, SceneObjectGroup>(); Dictionary<UUID, SceneObjectGroup> localBeforeDelinkGroups = new Dictionary<UUID, SceneObjectGroup>();
List<SceneObjectGroup> localAfterDelinkGroups = new List<SceneObjectGroup>();
Dictionary<UUID, SceneObjectPart> delinkPrims = new Dictionary<UUID, SceneObjectPart>(); Dictionary<UUID, SceneObjectPart> delinkPrims = new Dictionary<UUID, SceneObjectPart>();
bool beforeStateConsistent = true; bool beforeStateConsistent = true;
bool afterStateConsistent = true; bool afterStateConsistent = true;
@ -2385,9 +2390,8 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Warn("DelinkObjectsBySync: before-delink state not consistent in local copy and the incoming copy. Return without further operations."); m_log.Warn("DelinkObjectsBySync: before-delink state not consistent in local copy and the incoming copy. Return without further operations.");
}else{ }else{
//Next, apply the delink operation locally. //Next, apply the delink operation locally.
List<SceneObjectGroup> localAfterDelinkGroups = DelinkObjectsBySync(new List<SceneObjectPart>(delinkPrims.Values)); localAfterDelinkGroups = DelinkObjectsBySync(new List<SceneObjectPart>(delinkPrims.Values));
//Check if local after-state agrees with that in the remote copy, and update the groups' properties //Check if local after-state agrees with that in the remote copy, and update the groups' properties
if (localAfterDelinkGroups.Count != incomingAfterDelinkGroups.Count) if (localAfterDelinkGroups.Count != incomingAfterDelinkGroups.Count)
{ {
@ -2409,11 +2413,17 @@ namespace OpenSim.Region.Framework.Scenes
} }
else else
{ {
localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]); //No longer calling update prim's properties here, caller will do that
//localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
} }
} }
} }
} }
foreach (SceneObjectGroup sog in localAfterDelinkGroups)
{
sog.ScheduleGroupForFullUpdate(null);
}
} }
finally finally
{ {
@ -2425,7 +2435,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
//Similar to DelinkObjects(), w/o triggering any ScheduleFullUpdate(), //Similar to DelinkObjects(), but calling DelinkFromGroupBySync instead
private List<SceneObjectGroup> DelinkObjectsBySync(List<SceneObjectPart> prims) private List<SceneObjectGroup> DelinkObjectsBySync(List<SceneObjectPart> prims)
{ {
//!!!Caller of this function should already lock on m_updateLock, so no locking here !!! //!!!Caller of this function should already lock on m_updateLock, so no locking here !!!
@ -2553,6 +2563,17 @@ namespace OpenSim.Region.Framework.Scenes
return localPart.UpdateBucketProperties(bucketName, updatedPart, bucketSyncInfo); return localPart.UpdateBucketProperties(bucketName, updatedPart, bucketSyncInfo);
} }
#endregion //SYMMETRIC SYNC protected internal bool AddNewSceneObjectByDelink(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
bool addedByDelink = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, addedByDelink);
}
#endregion //DSG SYNC
} }
} }

View File

@ -509,7 +509,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Constructors #region Constructors
//SYMMETRIC SYNC //DSG SYNC
public SceneObjectGroup(SceneObjectPart part, bool newGroupBySync) public SceneObjectGroup(SceneObjectPart part, bool newGroupBySync)
{ {
if (!newGroupBySync) if (!newGroupBySync)
@ -638,7 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
// for the same object with very different properties. The caller must schedule the update. // for the same object with very different properties. The caller must schedule the update.
//ScheduleGroupForFullUpdate(); //ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
if (m_scene.RegionSyncModule != null) if (m_scene.RegionSyncModule != null)
{ {
foreach (SceneObjectPart part in Parts) foreach (SceneObjectPart part in Parts)
@ -1028,7 +1028,7 @@ namespace OpenSim.Region.Framework.Scenes
AttachToBackup(); AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted(); m_scene.EventManager.TriggerParcelPrimCountTainted();
//m_rootPart.ScheduleFullUpdate(); //m_rootPart.ScheduleFullUpdate();
m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.GroupPosition, SceneObjectPartProperties.AttachmentPoint}); //Physics properties, such as Position, OffsetPosition, etc, should be tainted in ApplyPhysics() m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint}); //Physics properties, such as Position, OffsetPosition, etc, should be tainted in ApplyPhysics()
m_rootPart.ClearUndoState(); m_rootPart.ClearUndoState();
} }
@ -1223,7 +1223,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
//SYMMETRIC SYNC: object remove should be handled through RegionSyncModule //DSG SYNC: object remove should be handled through RegionSyncModule
/* /*
// REGION SYNC // REGION SYNC
if (Scene.IsSyncedServer()) if (Scene.IsSyncedServer())
@ -1232,7 +1232,7 @@ namespace OpenSim.Region.Framework.Scenes
//return; //return;
} }
* */ * */
//end of SYMMETRIC SYNC //end of DSG SYNC
Scene.ForEachScenePresence(delegate(ScenePresence avatar) Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{ {
@ -1302,7 +1302,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
//ScheduleGroupForFullUpdate(); //ScheduleGroupForFullUpdate();
ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){ SceneObjectPartProperties.Flags}); //do we also need to synchronize SOG properties such as m_scriptListens_atRotTarget? (does any acotr other than script engine care about it?) ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){ SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.AggregateScriptEvents}); //do we also need to synchronize SOG properties such as m_scriptListens_atRotTarget? (does any acotr other than script engine care about it?)
} }
public void SetText(string text, Vector3 color, double alpha) public void SetText(string text, Vector3 color, double alpha)
@ -1315,7 +1315,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
//m_rootPart.ScheduleFullUpdate(); //m_rootPart.ScheduleFullUpdate();
m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartProperties>() {SceneObjectPartProperties.Text, SceneObjectPartProperties.Color}); m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() {SceneObjectPartSyncProperties.Text, SceneObjectPartSyncProperties.Color});
} }
/// <summary> /// <summary>
@ -1377,13 +1377,13 @@ namespace OpenSim.Region.Framework.Scenes
return; return;
} }
//SYMMETRIC SYNC //DSG SYNC
//if we are doing sync across different sync nodes, and are not told to persist the state, don't do anything (only persistence actor will do it) //if we are doing sync across different sync nodes, and are not told to persist the state, don't do anything (only persistence actor will do it)
if (m_scene.RegionSyncModule != null && !ToPersistObjectState) if (m_scene.RegionSyncModule != null && !ToPersistObjectState)
{ {
return; return;
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
// Since this is the top of the section of call stack for backing up a particular scene object, don't let // Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards. // any exception propogate upwards.
@ -1560,7 +1560,7 @@ namespace OpenSim.Region.Framework.Scenes
dupe.AttachToBackup(); dupe.AttachToBackup();
//ScheduleGroupForFullUpdate(); //ScheduleGroupForFullUpdate();
ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate});
} }
return dupe; return dupe;
@ -1814,7 +1814,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>() {SceneObjectPartProperties.OwnerID, SceneObjectPartProperties.GroupID, SceneObjectPartProperties.LastOwnerID}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() {SceneObjectPartSyncProperties.OwnerID, SceneObjectPartSyncProperties.GroupID, SceneObjectPartSyncProperties.LastOwnerID});
} }
/// <summary> /// <summary>
@ -1942,7 +1942,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Schedule a full update for this scene object /// Schedule a full update for this scene object
/// </summary> /// </summary>
//public void ScheduleGroupForFullUpdate() //public void ScheduleGroupForFullUpdate()
public void ScheduleGroupForFullUpdate(List<SceneObjectPartProperties> updatedProperties) public void ScheduleGroupForFullUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{ {
// if (IsAttachment) // if (IsAttachment)
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
@ -1951,13 +1951,29 @@ namespace OpenSim.Region.Framework.Scenes
//RootPart.ScheduleFullUpdate(); //RootPart.ScheduleFullUpdate();
RootPart.ScheduleFullUpdate(updatedProperties); RootPart.ScheduleFullUpdate(updatedProperties);
//For group properties, we only need to send it once per SOG,
//hence remove them from the updatedProperties for other parts
List<SceneObjectPartSyncProperties> otherPartsUpdatedProperties = updatedProperties;
if (updatedProperties!=null)
{
HashSet<SceneObjectPartSyncProperties> hashedList = new HashSet<SceneObjectPartSyncProperties>(updatedProperties);
foreach (SceneObjectPartSyncProperties groupProperty in SceneObjectPart.GetGroupProperties())
{
if (updatedProperties.Contains(groupProperty))
{
hashedList.Remove(groupProperty);
}
}
otherPartsUpdatedProperties = new List<SceneObjectPartSyncProperties>(hashedList);
}
SceneObjectPart[] parts = m_parts.GetArray(); SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
if (part != RootPart) if (part != RootPart)
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(updatedProperties); part.ScheduleFullUpdate(otherPartsUpdatedProperties);
} }
} }
@ -1965,7 +1981,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Schedule a terse update for this scene object /// Schedule a terse update for this scene object
/// </summary> /// </summary>
//public void ScheduleGroupForTerseUpdate() //public void ScheduleGroupForTerseUpdate()
public void ScheduleGroupForTerseUpdate(List<SceneObjectPartProperties> updatedProperties) public void ScheduleGroupForTerseUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{ {
// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
@ -2215,11 +2231,11 @@ namespace OpenSim.Region.Framework.Scenes
//HasGroupChanged = true; //HasGroupChanged = true;
//ScheduleGroupForFullUpdate(); //ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
//The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly. //The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly.
//if (m_scene.RegionSyncModule != null) //if (m_scene.RegionSyncModule != null)
// m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true); // m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
@ -2322,7 +2338,11 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true); //m_scene.AddNewSceneObject(objectGroup, true);
//DSG SYNC: calling AddNewSceneObjectByDelink, so that later on we know
//the "new" object is added by delink operation, no need to send sync
//message of NewObject
m_scene.AddNewSceneObjectByDelink(objectGroup, true, true);
if (sendEvents) if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK); linkPart.TriggerScriptChangedEvent(Changed.LINK);
@ -2731,7 +2751,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
part.TriggerScriptChangedEvent(Changed.SCALE); part.TriggerScriptChangedEvent(Changed.SCALE);
//ScheduleGroupForFullUpdate(); //ScheduleGroupForFullUpdate();
ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); //above actions only update Scale for the given part, and part.Resize() will taint Scale as updated ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None}); //above actions only update Scale for the given part, and part.Resize() will taint Scale as updated
//if (part.UUID == m_rootPart.UUID) //if (part.UUID == m_rootPart.UUID)
//{ //{
@ -2884,7 +2904,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
//ScheduleGroupForTerseUpdate(); //ScheduleGroupForTerseUpdate();
ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Scale}); ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Scale});
} }
} }
@ -2926,10 +2946,10 @@ namespace OpenSim.Region.Framework.Scenes
//we need to do a terse update even if the move wasn't allowed //we need to do a terse update even if the move wasn't allowed
// so that the position is reset in the client (the object snaps back) // so that the position is reset in the client (the object snaps back)
//ScheduleGroupForTerseUpdate(); //ScheduleGroupForTerseUpdate();
List<SceneObjectPartProperties> updatedProperties = new List<SceneObjectPartProperties>() { SceneObjectPartProperties.GroupPosition }; List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition };
if (IsAttachment) if (IsAttachment)
{ {
updatedProperties.Add(SceneObjectPartProperties.AttachedPos); updatedProperties.Add(SceneObjectPartSyncProperties.AttachedPos);
} }
ScheduleGroupForTerseUpdate(updatedProperties); ScheduleGroupForTerseUpdate(updatedProperties);
} }
@ -2995,7 +3015,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
//ScheduleGroupForTerseUpdate(); //ScheduleGroupForTerseUpdate();
ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Position, SceneObjectPartProperties.OffsetPosition}); ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.OffsetPosition});
} }
public void OffsetForNewRegion(Vector3 offset) public void OffsetForNewRegion(Vector3 offset)
@ -3028,7 +3048,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
//ScheduleGroupForTerseUpdate(); //ScheduleGroupForTerseUpdate();
ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Orientation}); //Above actions only update m_rootPart's RotationOffset, and m_rootPart.UpdateRotation will taint RotationOffset as updated ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Orientation}); //Above actions only update m_rootPart's RotationOffset, and m_rootPart.UpdateRotation will taint RotationOffset as updated
} }
/// <summary> /// <summary>
@ -3055,7 +3075,7 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
//ScheduleGroupForTerseUpdate(); //ScheduleGroupForTerseUpdate();
ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Position, SceneObjectPartProperties.Orientation}); //RotationOffset is only updated for m_rootPart, and m_rootPart.UpdateRotation should already taint RotationOffset as updated ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.Orientation}); //RotationOffset is only updated for m_rootPart, and m_rootPart.UpdateRotation should already taint RotationOffset as updated
} }
/// <summary> /// <summary>
@ -3143,7 +3163,7 @@ namespace OpenSim.Region.Framework.Scenes
newRot *= Quaternion.Inverse(axRot); newRot *= Quaternion.Inverse(axRot);
prim.RotationOffset = newRot; prim.RotationOffset = newRot;
//prim.ScheduleTerseUpdate(); //prim.ScheduleTerseUpdate();
prim.ScheduleTerseUpdate(new List<SceneObjectPartProperties>(){ SceneObjectPartProperties.RotationOffset, SceneObjectPartProperties.OffsetPosition}); prim.ScheduleTerseUpdate(new List<SceneObjectPartSyncProperties>(){ SceneObjectPartSyncProperties.RotationOffset, SceneObjectPartSyncProperties.OffsetPosition});
} }
} }
@ -3158,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
//m_rootPart.ScheduleTerseUpdate(); //m_rootPart.ScheduleTerseUpdate();
m_rootPart.ScheduleTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.RotationOffset}); m_rootPart.ScheduleTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.RotationOffset});
} }
#endregion #endregion
@ -3571,7 +3591,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
#endregion #endregion
#region SYMMETRIC SYNC #region DSG SYNC
private bool m_toPersistObjectState = false; private bool m_toPersistObjectState = false;
public bool ToPersistObjectState public bool ToPersistObjectState
@ -3794,14 +3814,11 @@ namespace OpenSim.Region.Framework.Scenes
} }
//Similar actions with DelinkFromGroup, except that m_scene.AddNewSceneObjectBySync is called //Similar actions with DelinkFromGroup, except that m_scene.AddNewSceneObjectBySync is called
//!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!
//All SOP properties below is set through calling SetXXX(value) instead of by "XXX=value", as such a value is being changed due to sync (
//i.e. triggered by remote operation instead of by local operation
public SceneObjectGroup DelinkFromGroupBySync(SceneObjectPart delinkPart, bool sendEvents) public SceneObjectGroup DelinkFromGroupBySync(SceneObjectPart delinkPart, bool sendEvents)
{ {
// m_log.DebugFormat( m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", "[SCENE OBJECT GROUP]: Delinking part {0}, {1}, {4} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); delinkPart.Name, delinkPart.UUID, RootPart.Name, RootPart.UUID, delinkPart.LocalId);
SceneObjectPartBase linkPart = (SceneObjectPartBase)delinkPart; SceneObjectPartBase linkPart = (SceneObjectPartBase)delinkPart;
linkPart.ClearUndoState(); linkPart.ClearUndoState();
@ -3818,9 +3835,7 @@ namespace OpenSim.Region.Framework.Scenes
if (parts.Length == 1 && RootPart != null) if (parts.Length == 1 && RootPart != null)
{ {
// Single prim left // Single prim left
//RootPart.LinkNum = 0; RootPart.LinkNum = 0;
//RootPart.SetProperty("LinkNum", 0);
((SceneObjectPartBase)RootPart).LinkNum = 0;
} }
else else
{ {
@ -3830,16 +3845,13 @@ namespace OpenSim.Region.Framework.Scenes
if (part.LinkNum > linkPart.LinkNum) if (part.LinkNum > linkPart.LinkNum)
{ {
part.LinkNum--; part.LinkNum--;
//int linkNum = part.LinkNum - 1;
//part.SetProperty("LinkNum", linkNum);
} }
} }
} }
} }
linkPart.ParentID = 0; //ParentID is a value set only locally and ignored in synchronization, so no need to call SetProperty to set its value linkPart.ParentID = 0; //ParentID is a value set only locally and ignored in synchronization, so no need to set its value
linkPart.LinkNum = 0; linkPart.LinkNum = 0;
//linkPart.SetParentID(0);
if (linkPart.PhysActor != null) if (linkPart.PhysActor != null)
{ {
@ -3858,15 +3870,6 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.OffsetPosition = new Vector3(0, 0, 0); linkPart.OffsetPosition = new Vector3(0, 0, 0);
linkPart.RotationOffset = worldRot; linkPart.RotationOffset = worldRot;
//linkPart.SetOffsetPosition(new Vector3(axPos.X, axPos.Y, axPos.Z));
//linkPart.SetGroupPosition(AbsolutePosition + linkPart.OffsetPosition);
//linkPart.SetOffsetPosition(new Vector3(0, 0, 0));
//linkPart.SetRotationOffset(worldRot);
//linkPart.SetProperty("OffsetPosition", new Vector3(axPos.X, axPos.Y, axPos.Z));
//linkPart.SetProperty("GroupPosition", AbsolutePosition + linkPart.OffsetPosition);
//linkPart.SetProperty("OffsetPosition", new Vector3(0, 0, 0));
//linkPart.SetProperty("RotationOffset", worldRot);
//SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); //SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
bool newGroupBySync = true; bool newGroupBySync = true;
SceneObjectGroup objectGroup = new SceneObjectGroup(delinkPart, newGroupBySync); SceneObjectGroup objectGroup = new SceneObjectGroup(delinkPart, newGroupBySync);
@ -4152,6 +4155,91 @@ namespace OpenSim.Region.Framework.Scenes
} }
///////////////////////////////////////////////////////////////////////
// Per SOP property based sync
///////////////////////////////////////////////////////////////////////
/// <summary>
/// Update the existing copy of the object with updated properties in 'updatedSog'.
/// </summary>
/// <param name="updatedSog"></param>
/// <returns></returns>
public Scene.ObjectUpdateResult UpdateSOGBySync(SceneObjectGroup updatedSog)
{
//This GroupID check should be done by the actor who initiates the object update
//if (!this.GroupID.Equals(updatedSog.GroupID))
// return Scene.ObjectUpdateResult.Error;
////////////////////////////////////////////////////////////////////////////////////////////////////
//NOTE!!!
//We do not want to simply call SceneObjectGroup.Copy here to clone the object:
//the prims (SceneObjectParts) in updatedSog are different instances than those in the local copy,
//and we want to preserve the references to the prims in this local copy, especially for scripts
//of each prim, where the scripts have references to the local copy. If the local copy is replaced,
//the prims (parts) will be replaces and we need to update all the references that were pointing to
//the previous prims.
////////////////////////////////////////////////////////////////////////////////////////////////////
Scene.ObjectUpdateResult groupUpdateResult = Scene.ObjectUpdateResult.Unchanged;
Dictionary<UUID, SceneObjectPart> updatedParts = new Dictionary<UUID, SceneObjectPart>();
lock (m_parts.SyncRoot)
{
//This function is called by LinkObjectBySync and DelinkObjectBySinc(),
//which should have updated the parts in this SOG, hence should be no need to
//add or remove parts to sync
if (this.PrimCount != updatedSog.PrimCount)
{
m_log.WarnFormat("UpdateSOGBySync: For SOP {0}, local copy has {1} parts, while incoming updated copy has {2} parts. Inconsistent.", this.UUID,
this.PrimCount, updatedSog.PrimCount);
}
//now update properties of the parts
foreach (SceneObjectPart part in this.Parts)
{
Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Unchanged;
SceneObjectPart updatedPart = updatedSog.GetChildPart(part.UUID);
if (updatedPart == null)
{
m_log.WarnFormat("UpdateSOGBySync: part {0},{1} exists in local copy, not in incoming updated copy", part.Name, part.UUID);
}
else
{
partUpdateResult = part.UpdateAllProperties(updatedPart);
if (partUpdateResult != Scene.ObjectUpdateResult.Unchanged)
{
groupUpdateResult = partUpdateResult;
}
}
}
//Just to make sure the parts each has the right localID of the rootpart
UpdateParentIDs();
}
//Schedule updates to be sent out, if the local copy has just been updated
//(1) if we are debugging the actor with a viewer attaching to it,
//we need to schedule updates to be sent to the viewer.
//(2) or if we are a relaying node to relay updates, we need to forward the updates.
//NOTE: LastUpdateTimeStamp and LastUpdateActorID should be kept the same as in the received copy of the object.
if (groupUpdateResult == Scene.ObjectUpdateResult.Updated)
{
ScheduleGroupForFullUpdate_SyncInfoUnchanged();
}
//debug the update result
if (groupUpdateResult == Scene.ObjectUpdateResult.Updated)
{
DebugObjectUpdateResult();
}
return groupUpdateResult;
}
#endregion #endregion
} }
} }

View File

@ -42,6 +42,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting; using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Manager;
using System.IO;
namespace OpenSim.Region.Framework.Scenes namespace OpenSim.Region.Framework.Scenes
{ {
@ -129,7 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields #region Fields
//SYMMETRIC SYNC //DSG SYNC
//public bool AllowedDrop; //public bool AllowedDrop;
private bool m_allowedDrop; private bool m_allowedDrop;
public bool AllowedDrop public bool AllowedDrop
@ -2799,7 +2800,7 @@ namespace OpenSim.Region.Framework.Scenes
//m_parentGroup.RootPart.m_groupPosition = newpos; //m_parentGroup.RootPart.m_groupPosition = newpos;
} }
//ScheduleTerseUpdate(); //ScheduleTerseUpdate();
ScheduleTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Position}); ScheduleTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position});
//SendTerseUpdateToAllClients(); //SendTerseUpdateToAllClients();
} }
@ -2890,7 +2891,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Scale}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Scale});
} }
public void RotLookAt(Quaternion target, float strength, float damping) public void RotLookAt(Quaternion target, float strength, float damping)
@ -2932,8 +2933,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Schedules this prim for a full update /// Schedules this prim for a full update
/// </summary> /// </summary>
//public void ScheduleFullUpdate() :: SYMMETRIC SYNC: changed the interface so that we can identify which property triggers calling this function //public void ScheduleFullUpdate() :: DSG SYNC: changed the interface so that we can identify which property triggers calling this function
public virtual void ScheduleFullUpdate(List<SceneObjectPartProperties> updatedProperties) public virtual void ScheduleFullUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{ {
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId); // m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
@ -2968,7 +2969,7 @@ namespace OpenSim.Region.Framework.Scenes
/// rotation, velocity, rotational velocity and shape information. /// rotation, velocity, rotational velocity and shape information.
/// </summary> /// </summary>
//public void ScheduleTerseUpdate() //public void ScheduleTerseUpdate()
public virtual void ScheduleTerseUpdate(List<SceneObjectPartProperties> updatedProperties) public virtual void ScheduleTerseUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{ {
if (m_updateFlag < 1) if (m_updateFlag < 1)
{ {
@ -3201,12 +3202,16 @@ namespace OpenSim.Region.Framework.Scenes
} }
ClearUpdateSchedule(); ClearUpdateSchedule();
//SYMMETRIC SYNC //DSG SYNC
//KittyL: 04/06/2011, No longer calling QueueSceneObjectPartForUpdate
//from here. Local updates are now recorded by calling IRegionSyncModule.ProcessAndEnqueuePrimUpdatesByLocal().
/*
if (m_parentGroup.Scene.RegionSyncModule != null) if (m_parentGroup.Scene.RegionSyncModule != null)
{ {
m_parentGroup.Scene.RegionSyncModule.QueueSceneObjectPartForUpdate((SceneObjectPart)this); m_parentGroup.Scene.RegionSyncModule.QueueSceneObjectPartForUpdate((SceneObjectPart)this);
} }
//end of SYMMETRIC SYNC * */
//end of DSG SYNC
} }
/// <summary> /// <summary>
@ -3670,7 +3675,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Text}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Text});
} }
public void StopLookAt() public void StopLookAt()
@ -3678,7 +3683,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.stopLookAt(); m_parentGroup.stopLookAt();
//m_parentGroup.ScheduleGroupForTerseUpdate(); //m_parentGroup.ScheduleGroupForTerseUpdate();
m_parentGroup.ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None});//in stopLookAt(), PhysicsActor shall already take care of tainting which properties have been updated m_parentGroup.ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});//in stopLookAt(), PhysicsActor shall already take care of tainting which properties have been updated
} }
/// <summary> /// <summary>
@ -3701,7 +3706,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.stopMoveToTarget(); m_parentGroup.stopMoveToTarget();
//m_parentGroup.ScheduleGroupForTerseUpdate(); //m_parentGroup.ScheduleGroupForTerseUpdate();
m_parentGroup.ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); //in stopMoveToTarget(), PhysicsActor shall already take care of tainting which properties have been updated m_parentGroup.ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None}); //in stopMoveToTarget(), PhysicsActor shall already take care of tainting which properties have been updated
//m_parentGroup.ScheduleGroupForFullUpdate(); //m_parentGroup.ScheduleGroupForFullUpdate();
} }
@ -4250,7 +4255,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Shape}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Shape});
} }
public void UpdateGroupPosition(Vector3 pos) public void UpdateGroupPosition(Vector3 pos)
@ -4262,7 +4267,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
GroupPosition = newPos; GroupPosition = newPos;
//ScheduleTerseUpdate(); //ScheduleTerseUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.GroupPosition}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.GroupPosition});
} }
} }
@ -4295,7 +4300,7 @@ namespace OpenSim.Region.Framework.Scenes
OffsetPosition = newPos; OffsetPosition = newPos;
//ScheduleTerseUpdate(); //ScheduleTerseUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.OffsetPosition}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.OffsetPosition});
} }
} }
@ -4585,7 +4590,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.Flags}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Flags});
} }
public void UpdateRotation(Quaternion rot) public void UpdateRotation(Quaternion rot)
@ -4598,7 +4603,7 @@ namespace OpenSim.Region.Framework.Scenes
RotationOffset = rot; RotationOffset = rot;
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
//ScheduleTerseUpdate(); //ScheduleTerseUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() {SceneObjectPartProperties.RotationOffset}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() {SceneObjectPartSyncProperties.RotationOffset});
} }
} }
@ -4644,7 +4649,11 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
TriggerScriptChangedEvent(Changed.SHAPE); TriggerScriptChangedEvent(Changed.SHAPE);
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() {SceneObjectPartProperties.Shape});
//DSG DEBUG
//m_log.DebugFormat("{0}, {1}: shaped updated to {2}, calling ScheduleFullUpdate.", Name, UUID, Shape.ProfileShape);
ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() {SceneObjectPartSyncProperties.Shape});
} }
/// <summary> /// <summary>
@ -4692,7 +4701,7 @@ namespace OpenSim.Region.Framework.Scenes
//ParentGroup.ScheduleGroupForFullUpdate(); //ParentGroup.ScheduleGroupForFullUpdate();
//This is sparta //This is sparta
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() {SceneObjectPartProperties.Shape}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() {SceneObjectPartSyncProperties.Shape});
} }
public void aggregateScriptEvents() public void aggregateScriptEvents()
@ -4761,7 +4770,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId); // "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.Flags, SceneObjectPartProperties.AggregateScriptEvents}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.AggregateScriptEvents});
return; return;
} }
@ -4785,7 +4794,8 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId); // "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
//ScheduleFullUpdate(); //ScheduleFullUpdate();
ScheduleFullUpdate(new List<SceneObjectPartProperties>() { SceneObjectPartProperties.Flags, SceneObjectPartProperties.AggregateScriptEvents}); ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.LocalFlags,
SceneObjectPartSyncProperties.AggregateScriptEvents});
} }
} }
@ -4978,7 +4988,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion #endregion
#region SYMMETRIC SYNC #region DSG SYNC
//Time stamp for the most recent update on this prim. We only have one time-stamp per prim for now. //Time stamp for the most recent update on this prim. We only have one time-stamp per prim for now.
//The goal is to evetually have time-stamp per property bucket for each prim. //The goal is to evetually have time-stamp per property bucket for each prim.
@ -4993,7 +5003,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
//SYMMETRIC SYNC //DSG SYNC
//Information for concurrency control of one bucket of prim proproperties. //Information for concurrency control of one bucket of prim proproperties.
public class BucketSyncInfo public class BucketSyncInfo
@ -5150,7 +5160,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
*/ */
public enum SceneObjectPartProperties public enum SceneObjectPartSyncProperties
{ {
None, None,
//Following properties copied from SceneObjectSerializer(), //Following properties copied from SceneObjectSerializer(),
@ -5160,12 +5170,12 @@ namespace OpenSim.Region.Framework.Scenes
FolderID , FolderID ,
InventorySerial, InventorySerial,
TaskInventory, TaskInventory,
//UUID", //UUID", //UUID not supposed to be changed after SOP is created, not included in SyncProperties
//LocalId", //LocalId",
Name, Name,
Material, Material,
PassTouches, PassTouches,
RegionHandle, //RegionHandle,
ScriptAccessPin, ScriptAccessPin,
GroupPosition, GroupPosition,
OffsetPosition, OffsetPosition,
@ -5188,7 +5198,7 @@ namespace OpenSim.Region.Framework.Scenes
SitTargetPosition, SitTargetPosition,
SitTargetPositionLL, SitTargetPositionLL,
SitTargetOrientationLL, SitTargetOrientationLL,
ParentID, //ParentID,
CreationDate, CreationDate,
Category, Category,
SalePrice, SalePrice,
@ -5208,7 +5218,8 @@ namespace OpenSim.Region.Framework.Scenes
MediaUrl, MediaUrl,
TextureAnimation, TextureAnimation,
ParticleSystem, ParticleSystem,
//Property names below copied from PhysicsActor, they are necessary in synchronization, but not covered the above properties //Property names below copied from PhysicsActor, they are necessary in
//synchronization, but not covered by xml serialization
//Physics properties "Velocity" is covered above //Physics properties "Velocity" is covered above
Position, Position,
Size, Size,
@ -5221,19 +5232,22 @@ namespace OpenSim.Region.Framework.Scenes
Flying, Flying,
Buoyancy, Buoyancy,
Kinematic, Kinematic,
IsCollidingGround, CollidingGround,
IsColliding, IsColliding,
//TODO!!!! To be handled in serialization/deserizaltion for synchronization
//Properties need to be synced, but not in xml serializations
AggregateScriptEvents, AggregateScriptEvents,
IsAttachment,
AttachedAvatar, AttachedAvatar,
AttachedPos, AttachedPos,
AttachmentPoint, AttachmentPoint,
IsAttachment,
LocalFlags,
//TODO!!!! To be handled in serialization/deserizaltion for synchronization //TODO!!!! To be handled in serialization/deserizaltion for synchronization
IsSelected,
Sound, //This indicates any Sound related property has changed: Sound, SoundGain, SoundFlags,SoundRadius, Sound, //This indicates any Sound related property has changed: Sound, SoundGain, SoundFlags,SoundRadius,
//Addition properties to be added here //Addition properties to be added here
//Group properties
IsSelected,
//Client Manager may want to add some property here that viewers care about and should be synchronized across actors //Client Manager may want to add some property here that viewers care about and should be synchronized across actors
FullUpdate, FullUpdate,
@ -5266,7 +5280,7 @@ namespace OpenSim.Region.Framework.Scenes
//TODO: serialization and deserialization processors to be added in SceneObjectSerializer //TODO: serialization and deserialization processors to be added in SceneObjectSerializer
//The following variables are initialized when RegionSyncModule reads the config file for mapping of properties and buckets //The following variables are initialized when RegionSyncModule reads the config file for mapping of properties and buckets
private static Dictionary<SceneObjectPartProperties, string> m_primPropertyBucketMap = null; private static Dictionary<SceneObjectPartSyncProperties, string> m_primPropertyBucketMap = null;
private static List<string> m_propertyBucketNames = null; private static List<string> m_propertyBucketNames = null;
private static string m_localActorID = ""; private static string m_localActorID = "";
@ -5359,8 +5373,111 @@ namespace OpenSim.Region.Framework.Scenes
}; };
* */ * */
/// <summary>
/// Return the list of all prim (SOP) properties, in enum type.
/// Excluding None, FullUpdate.
/// </summary>
/// <returns></returns>
public static HashSet<SceneObjectPartSyncProperties> GetAllPrimProperties()
{
HashSet<SceneObjectPartSyncProperties> allProperties = new HashSet<SceneObjectPartSyncProperties>();
foreach (SceneObjectPartSyncProperties property in Enum.GetValues(typeof(SceneObjectPartSyncProperties)))
{
switch (property)
{
case SceneObjectPartSyncProperties.None:
case SceneObjectPartSyncProperties.FullUpdate:
break;
default:
allProperties.Add(property);
break;
}
}
return allProperties;
}
public static void InitializePropertyBucketInfo(Dictionary<SceneObjectPartProperties, string> propertyBucketMap, List<string> bucketNames, string actorID) public static HashSet<SceneObjectPartSyncProperties> GetAllPrimNonPhysActorProperties()
{
HashSet<SceneObjectPartSyncProperties> allProperties = new HashSet<SceneObjectPartSyncProperties>();
foreach (SceneObjectPartSyncProperties property in Enum.GetValues(typeof(SceneObjectPartSyncProperties)))
{
switch (property)
{
//Enum value that is not real properties
case SceneObjectPartSyncProperties.None:
case SceneObjectPartSyncProperties.FullUpdate:
//PhysActor properties
case SceneObjectPartSyncProperties.Buoyancy:
case SceneObjectPartSyncProperties.Flying:
case SceneObjectPartSyncProperties.Force:
case SceneObjectPartSyncProperties.IsColliding:
case SceneObjectPartSyncProperties.CollidingGround:
case SceneObjectPartSyncProperties.IsPhysical:
case SceneObjectPartSyncProperties.Kinematic:
case SceneObjectPartSyncProperties.Orientation:
case SceneObjectPartSyncProperties.PA_Acceleration:
case SceneObjectPartSyncProperties.Position:
case SceneObjectPartSyncProperties.RotationalVelocity:
case SceneObjectPartSyncProperties.Size:
case SceneObjectPartSyncProperties.Torque:
break;
default:
allProperties.Add(property);
break;
}
}
return allProperties;
}
public static HashSet<SceneObjectPartSyncProperties> GetAllPhysActorProperties()
{
HashSet<SceneObjectPartSyncProperties> allProperties = new HashSet<SceneObjectPartSyncProperties>();
foreach (SceneObjectPartSyncProperties property in Enum.GetValues(typeof(SceneObjectPartSyncProperties)))
{
switch (property)
{
//PhysActor properties
case SceneObjectPartSyncProperties.Buoyancy:
case SceneObjectPartSyncProperties.Flying:
case SceneObjectPartSyncProperties.Force:
case SceneObjectPartSyncProperties.IsColliding:
case SceneObjectPartSyncProperties.CollidingGround:
case SceneObjectPartSyncProperties.IsPhysical:
case SceneObjectPartSyncProperties.Kinematic:
case SceneObjectPartSyncProperties.Orientation:
case SceneObjectPartSyncProperties.PA_Acceleration:
case SceneObjectPartSyncProperties.Position:
case SceneObjectPartSyncProperties.RotationalVelocity:
case SceneObjectPartSyncProperties.Size:
case SceneObjectPartSyncProperties.Torque:
allProperties.Add(property);
break;
default:
break;
}
}
return allProperties;
}
public static HashSet<SceneObjectPartSyncProperties> GetAllNonPhysActorProperties()
{
HashSet<SceneObjectPartSyncProperties> allProperties = GetAllPrimProperties();
HashSet<SceneObjectPartSyncProperties> physActorProperties = GetAllPhysActorProperties();
foreach (SceneObjectPartSyncProperties pProperty in physActorProperties)
{
allProperties.Remove(pProperty);
}
return allProperties;
}
public static HashSet<SceneObjectPartSyncProperties> GetGroupProperties()
{
HashSet<SceneObjectPartSyncProperties> allProperties = new HashSet<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.IsSelected};
return allProperties;
}
public static void InitializePropertyBucketInfo(Dictionary<SceneObjectPartSyncProperties, string> propertyBucketMap, List<string> bucketNames, string actorID)
{ {
m_primPropertyBucketMap = propertyBucketMap; m_primPropertyBucketMap = propertyBucketMap;
m_propertyBucketNames = bucketNames; m_propertyBucketNames = bucketNames;
@ -5373,11 +5490,14 @@ namespace OpenSim.Region.Framework.Scenes
public string DebugObjectPartProperties() public string DebugObjectPartProperties()
{ {
string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId; string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId;
debugMsg += ", parentID " + ParentID + ", parentUUID " + ParentUUID; //debugMsg += ", parentID " + ParentID + ", parentUUID " + ParentUUID;
foreach (KeyValuePair<string, BucketSyncInfo> pair in m_bucketSyncInfoList) //foreach (KeyValuePair<string, BucketSyncInfo> pair in m_bucketSyncInfoList)
{ //{
debugMsg += ", Bucket " + pair.Key + ": TimeStamp - " + pair.Value.LastUpdateTimeStamp + ", ActorID - " + pair.Value.LastUpdateActorID; // debugMsg += ", Bucket " + pair.Key + ": TimeStamp - " + pair.Value.LastUpdateTimeStamp + ", ActorID - " + pair.Value.LastUpdateActorID;
} //}
debugMsg += ", AggregateScriptEvents = " + AggregateScriptEvents.ToString()+", OffsetPosition: "+OffsetPosition;
String hashedShape = Util.Md5Hash(SerializeShape());
debugMsg += ", hashed Shape = " + hashedShape;
return debugMsg; return debugMsg;
} }
@ -5705,14 +5825,14 @@ namespace OpenSim.Region.Framework.Scenes
} }
//For tainitng and clearing taints, do i need to lock on m_bucketSyncTaint? //For tainitng and clearing taints, do i need to lock on m_bucketSyncTaint?
public void TaintBucketSyncInfo(SceneObjectPartProperties property) public void TaintBucketSyncInfo(SceneObjectPartSyncProperties property)
{ {
if (m_syncEnabled) if (m_syncEnabled)
{ {
if (property == SceneObjectPartProperties.None) if (property == SceneObjectPartSyncProperties.None)
return; return;
if (property == SceneObjectPartProperties.FullUpdate) if (property == SceneObjectPartSyncProperties.FullUpdate)
{ {
foreach (BucketSyncInfo bucketSynInfo in m_bucketSyncInfoList.Values) foreach (BucketSyncInfo bucketSynInfo in m_bucketSyncInfoList.Values)
{ {
@ -5800,7 +5920,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Update the timestamp and actorID information of the bucket the given property belongs to. /// Update the timestamp and actorID information of the bucket the given property belongs to.
/// </summary> /// </summary>
/// <param name="propertyName">Name of the property. Make sure the spelling is consistent with what are defined in PropertyList</param> /// <param name="propertyName">Name of the property. Make sure the spelling is consistent with what are defined in PropertyList</param>
public void UpdateBucketSyncInfo(SceneObjectPartProperties property) public void UpdateBucketSyncInfo(SceneObjectPartSyncProperties property)
{ {
if (m_syncEnabled && m_bucketSyncInfoList != null && m_bucketSyncInfoList.Count > 0) if (m_syncEnabled && m_bucketSyncInfoList != null && m_bucketSyncInfoList.Count > 0)
{ {
@ -5936,6 +6056,9 @@ namespace OpenSim.Region.Framework.Scenes
return partUpdateResult; return partUpdateResult;
} }
//Implementation of ScheduleFullUpdate and ScheduleTerseUpdate for Bucket
//based synchronization
/*
public override void ScheduleFullUpdate(List<SceneObjectPartProperties> updatedProperties) public override void ScheduleFullUpdate(List<SceneObjectPartProperties> updatedProperties)
{ {
if (updatedProperties != null && updatedProperties.Count > 0) if (updatedProperties != null && updatedProperties.Count > 0)
@ -5963,6 +6086,49 @@ namespace OpenSim.Region.Framework.Scenes
base.ScheduleTerseUpdate(updatedProperties); base.ScheduleTerseUpdate(updatedProperties);
//TaintBucketSyncInfo(property); //TaintBucketSyncInfo(property);
} }
* */
//Implementation of ScheduleFullUpdate and ScheduleTerseUpdate for Bucket
//based synchronization
public override void ScheduleFullUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{
if (updatedProperties != null && updatedProperties.Count > 0)
{
if (m_parentGroup != null && m_parentGroup.Scene != null && m_parentGroup.Scene.RegionSyncModule != null)
{
/*
if (updatedProperties.Contains(SceneObjectPartSyncProperties.Shape))
{
m_log.DebugFormat("{0}, {1} -- calling ProcessAndEnqueuePrimUpdatesByLocal to update to Shape {2}", Name, UUID, Shape.ProfileShape);
}
* */
m_parentGroup.Scene.RegionSyncModule.ProcessAndEnqueuePrimUpdatesByLocal(this, updatedProperties);
}
else
{
if (updatedProperties.Contains(SceneObjectPartSyncProperties.Shape))
{
m_log.DebugFormat("{0}, {1} Shape changed to {2}, but this SOP not attached to Scene yet", Name, UUID, Shape.ProfileShape);
}
}
}
base.ScheduleFullUpdate(updatedProperties);
}
public override void ScheduleTerseUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{
if (updatedProperties != null && updatedProperties.Count > 0)
{
if (m_parentGroup != null && m_parentGroup.Scene != null && m_parentGroup.Scene.RegionSyncModule != null)
{
m_parentGroup.Scene.RegionSyncModule.ProcessAndEnqueuePrimUpdatesByLocal(this, updatedProperties);
}
}
base.ScheduleTerseUpdate(updatedProperties);
}
/// <summary> /// <summary>
/// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property). /// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property).
@ -5970,36 +6136,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void ScheduleFullUpdate_SyncInfoUnchanged() public void ScheduleFullUpdate_SyncInfoUnchanged()
{ {
//m_log.DebugFormat("[SCENE OBJECT PART]: ScheduleFullUpdate_SyncInfoUnchanged for {0} {1}", Name, LocalId); base.ScheduleFullUpdate(null);
if (m_parentGroup != null)
{
m_parentGroup.QueueForUpdateCheck();
}
int timeNow = Util.UnixTimeSinceEpoch();
// If multiple updates are scheduled on the same second, we still need to perform all of them
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
// to be performed.
if (timeNow <= TimeStampFull)
{
TimeStampFull += 1;
}
else
{
TimeStampFull = (uint)timeNow;
}
m_updateFlag = 2;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
} }
private bool UpdateCollisionSound(UUID updatedCollisionSound) public bool UpdateCollisionSound(UUID updatedCollisionSound)
{ {
if (this.CollisionSound != updatedCollisionSound) if (this.CollisionSound != updatedCollisionSound)
{ {
@ -6032,7 +6172,27 @@ namespace OpenSim.Region.Framework.Scenes
{ {
base.PhysicsCollision(e); base.PhysicsCollision(e);
} }
///////////////////////////////////////////////////////////////////////
//Per property sync functions
///////////////////////////////////////////////////////////////////////
//For debugging, same implemenation with PropertySerializer.SerializeShape
private string SerializeShape()
{
string serializedShape;
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
SceneObjectSerializer.WriteShape(writer, Shape, new Dictionary<string, object>());
}
serializedShape = sw.ToString();
}
return serializedShape;
}
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
} }

View File

@ -294,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
m_part.ParentGroup.Scene.EventManager.TriggerRezScript( m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1); m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Flags, SceneObjectPartProperties.TaskInventory}); m_part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.TaskInventory});
return; return;
} }
@ -322,7 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
m_part.ParentGroup.Scene.EventManager.TriggerRezScript( m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1); m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Flags, SceneObjectPartProperties.TaskInventory}); m_part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.TaskInventory});
} }
} }
} }
@ -545,8 +545,8 @@ namespace OpenSim.Region.Framework.Scenes
HasInventoryChanged = true; HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true; m_part.ParentGroup.HasGroupChanged = true;
//SYMMETRIC SYNC: add ScheduleFullUpdate to enable synchronization across actors //DSG SYNC: add ScheduleFullUpdate to enable synchronization across actors
m_part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.TaskInventory, SceneObjectPartProperties.InventorySerial}); m_part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.TaskInventory, SceneObjectPartSyncProperties.InventorySerial});
} }
/// <summary> /// <summary>
@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!ContainsScripts()) if (!ContainsScripts())
m_part.RemFlag(PrimFlags.Scripted); m_part.RemFlag(PrimFlags.Scripted);
m_part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.TaskInventory}); m_part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.TaskInventory});
return type; return type;
@ -1183,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion REGION SYNC #endregion REGION SYNC
} }
#region SYMMETRIC SYNC #region DSG SYNC
public class SceneObjectPartInventory : SceneObjectPartInventoryBase public class SceneObjectPartInventory : SceneObjectPartInventoryBase
{ {
private SceneObjectPart m_part; private SceneObjectPart m_part;

View File

@ -232,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
sceneObject.AddPart(part); sceneObject.AddPart(part);
//SYMMETRIC SYNC //DSG SYNC
//KittyL: 12/27/2010, added ActorID for symmetric synch model //KittyL: 12/27/2010, added ActorID for symmetric synch model
//part.SetLastUpdateActorID(); //part.SetLastUpdateActorID();
@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation); m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem); m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
//SYMMETRIC SYNC //DSG SYNC
m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags); m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags);
//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp); //m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID); //m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
@ -357,7 +357,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("AggregateScriptEvents", ProcessAggregateScriptEvents); m_SOPXmlProcessors.Add("AggregateScriptEvents", ProcessAggregateScriptEvents);
m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo); m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
//end of SYMMETRIC SYNC //end of DSG SYNC
#endregion #endregion
@ -442,7 +442,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
} }
#region SOPXmlProcessors #region SOPXmlProcessors
//SYMMETRIC SYNC NOTE: -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo; //DSG SYNC NOTE: -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo;
private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader) private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader)
{ {
obj.AllowedDrop = Util.ReadBoolean(reader); obj.AllowedDrop = Util.ReadBoolean(reader);
@ -595,7 +595,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader) private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader)
{ {
obj.Scale = Util.ReadVector(reader, "Scale"); obj.Scale = Util.ReadVector(reader, "Scale");
//obj.SetScale(Util.ReadVector(reader, "Scale"));
} }
private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader) private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader)
@ -724,7 +723,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
obj.ParticleSystem = Convert.FromBase64String(reader.ReadElementContentAsString("ParticleSystem", String.Empty)); obj.ParticleSystem = Convert.FromBase64String(reader.ReadElementContentAsString("ParticleSystem", String.Empty));
} }
//SYMMETRIC SYNC //DSG SYNC
/* /*
private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader) private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader)
{ {
@ -817,7 +816,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
reader.ReadEndElement(); // BucketSyncInfoList reader.ReadEndElement(); // BucketSyncInfoList
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
#endregion #endregion
@ -1289,10 +1288,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("GroupMask", sop.GroupMask.ToString()); writer.WriteElementString("GroupMask", sop.GroupMask.ToString());
writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString()); writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString());
writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString()); writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString());
//SYMMETRIC SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors //DSG SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors
WriteFlags(writer, "Flags", sop.Flags.ToString(), options); WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options); WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options);
//end SYMMETRIC SYNC //end DSG SYNC
WriteUUID(writer, "CollisionSound", sop.CollisionSound, options); WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
if (sop.MediaUrl != null) if (sop.MediaUrl != null)
@ -1300,7 +1299,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
WriteBytes(writer, "TextureAnimation", sop.TextureAnimation); WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
WriteBytes(writer, "ParticleSystem", sop.ParticleSystem); WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
//SYMMETRIC SYNC //DSG SYNC
//These properties are only meaningful for synchronization purpose. For saving oar files, they are not necessary. //These properties are only meaningful for synchronization purpose. For saving oar files, they are not necessary.
//We may remove these if later we use a different method to encode object properties for synchronization. //We may remove these if later we use a different method to encode object properties for synchronization.
WriteUUID(writer, "AttachedAvatar", sop.AttachedAvatar, options); WriteUUID(writer, "AttachedAvatar", sop.AttachedAvatar, options);
@ -1309,12 +1308,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
//writer.WriteElementString("IsAttachment", sop.IsAttachment.ToString().ToLower()); //IsAttachment is written last, so that on deserialization, it will be deserialized later than other Attachment properties //writer.WriteElementString("IsAttachment", sop.IsAttachment.ToString().ToLower()); //IsAttachment is written last, so that on deserialization, it will be deserialized later than other Attachment properties
WriteFlags(writer, "AggregateScriptEvents", sop.AggregateScriptEvents.ToString(), options); WriteFlags(writer, "AggregateScriptEvents", sop.AggregateScriptEvents.ToString(), options);
WriteBucketSyncInfo(writer, sop.BucketSyncInfoList); WriteBucketSyncInfo(writer, sop.BucketSyncInfoList);
//end of SYMMETRIC SYNC //end of DSG SYNC
writer.WriteEndElement(); writer.WriteEndElement();
} }
//SYMMETRIC SYNC //DSG SYNC
public static void WriteBucketSyncInfo(XmlTextWriter writer, Dictionary<string, BucketSyncInfo> bucketSyncInfoList) public static void WriteBucketSyncInfo(XmlTextWriter writer, Dictionary<string, BucketSyncInfo> bucketSyncInfoList)
{ {
if (bucketSyncInfoList!=null || bucketSyncInfoList.Count > 0) // otherwise skip this if (bucketSyncInfoList!=null || bucketSyncInfoList.Count > 0) // otherwise skip this
@ -1336,7 +1335,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
} }
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
static void WriteUUID(XmlTextWriter writer, string name, UUID id, Dictionary<string, object> options) static void WriteUUID(XmlTextWriter writer, string name, UUID id, Dictionary<string, object> options)
{ {
@ -1386,7 +1385,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString(name, flagsStr.Replace(",", "")); writer.WriteElementString(name, flagsStr.Replace(",", ""));
} }
static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene) //DSG SYNC: make it a public function, so that we can call serialization of TaskInventory from other places
//static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
public static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
{ {
if (tinv.Count > 0) // otherwise skip this if (tinv.Count > 0) // otherwise skip this
{ {
@ -1440,7 +1441,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
} }
} }
static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options) //DSG SYNC: make it a public function, so that we can call serialization of Shape from other places
//static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
public static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
{ {
if (shp != null) if (shp != null)
{ {
@ -1484,6 +1487,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("ProfileBegin", shp.ProfileBegin.ToString()); writer.WriteElementString("ProfileBegin", shp.ProfileBegin.ToString());
writer.WriteElementString("ProfileEnd", shp.ProfileEnd.ToString()); writer.WriteElementString("ProfileEnd", shp.ProfileEnd.ToString());
writer.WriteElementString("ProfileHollow", shp.ProfileHollow.ToString()); writer.WriteElementString("ProfileHollow", shp.ProfileHollow.ToString());
//DSG SYNC: added serialization of Shape
WriteVector(writer, "Scale", shp.Scale);
//end of DSG SYNC
writer.WriteElementString("State", shp.State.ToString()); writer.WriteElementString("State", shp.State.ToString());
WriteFlags(writer, "ProfileShape", shp.ProfileShape.ToString(), options); WriteFlags(writer, "ProfileShape", shp.ProfileShape.ToString(), options);
@ -1613,7 +1619,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
return obj; return obj;
} }
static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name) //DSG SYNC: make it public to be called outside
//static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name)
public static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name)
{ {
TaskInventoryDictionary tinv = new TaskInventoryDictionary(); TaskInventoryDictionary tinv = new TaskInventoryDictionary();
@ -1652,7 +1660,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
return tinv; return tinv;
} }
static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name) //DSG SYNC: make it public to be called outside
//static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name)
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name)
{ {
PrimitiveBaseShape shape = new PrimitiveBaseShape(); PrimitiveBaseShape shape = new PrimitiveBaseShape();

View File

@ -94,13 +94,13 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
part.Resize(Scale); part.Resize(Scale);
//part.ParentGroup.ScheduleGroupForTerseUpdate(); //part.ParentGroup.ScheduleGroupForTerseUpdate();
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectPartProperties> updatedProperties = new List<SceneObjectPartProperties>(); List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
updatedProperties.Add(SceneObjectPartProperties.RotationOffset); updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Position); updatedProperties.Add(SceneObjectPartSyncProperties.Position);
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Scale); updatedProperties.Add(SceneObjectPartSyncProperties.Scale);
part.ParentGroup.ScheduleGroupForTerseUpdate(updatedProperties); part.ParentGroup.ScheduleGroupForTerseUpdate(updatedProperties);
} }
else else
@ -110,13 +110,13 @@ namespace OpenSim.Region.Framework.Scenes
part.UpdateRotation(Rotation); part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
part.Resize(Scale); //part.ScheduleTerseUpdate(); part.Resize(Scale); //part.ScheduleTerseUpdate();
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectPartProperties> updatedProperties = new List<SceneObjectPartProperties>(); List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
updatedProperties.Add(SceneObjectPartProperties.RotationOffset); updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.OffsetPosition); updatedProperties.Add(SceneObjectPartSyncProperties.OffsetPosition);
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Scale); updatedProperties.Add(SceneObjectPartSyncProperties.Scale);
part.ScheduleTerseUpdate(updatedProperties); part.ScheduleTerseUpdate(updatedProperties);
} }
part.Undoing = false; part.Undoing = false;
@ -138,14 +138,14 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
part.Resize(Scale); part.Resize(Scale);
//part.ParentGroup.ScheduleGroupForTerseUpdate(); //part.ParentGroup.ScheduleGroupForTerseUpdate();
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectPartProperties> updatedProperties = new List<SceneObjectPartProperties>(); List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
if (Rotation != Quaternion.Identity) if (Rotation != Quaternion.Identity)
updatedProperties.Add(SceneObjectPartProperties.RotationOffset); updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Position); updatedProperties.Add(SceneObjectPartSyncProperties.Position);
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Scale); updatedProperties.Add(SceneObjectPartSyncProperties.Scale);
part.ParentGroup.ScheduleGroupForTerseUpdate(updatedProperties); part.ParentGroup.ScheduleGroupForTerseUpdate(updatedProperties);
} }
else else
@ -157,14 +157,14 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
part.Resize(Scale); part.Resize(Scale);
//part.ScheduleTerseUpdate(); //part.ScheduleTerseUpdate();
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectPartProperties> updatedProperties = new List<SceneObjectPartProperties>(); List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
if (Rotation != Quaternion.Identity) if (Rotation != Quaternion.Identity)
updatedProperties.Add(SceneObjectPartProperties.RotationOffset); updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Position); updatedProperties.Add(SceneObjectPartSyncProperties.Position);
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
updatedProperties.Add(SceneObjectPartProperties.Scale); updatedProperties.Add(SceneObjectPartSyncProperties.Scale);
part.ScheduleTerseUpdate(updatedProperties); part.ScheduleTerseUpdate(updatedProperties);
} }

View File

@ -291,7 +291,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
((SceneObjectGroup)ent).AttachToBackup(); ((SceneObjectGroup)ent).AttachToBackup();
((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected. ((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected.
//((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); //((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.FullUpdate}); //don't know what properties to taint, so just taint all ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.FullUpdate}); //don't know what properties to taint, so just taint all
} }
catch(Exception e) catch(Exception e)
{ {

View File

@ -641,7 +641,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
s_tree.Scale += copse.m_rate; s_tree.Scale += copse.m_rate;
s_tree.ParentGroup.HasGroupChanged = true; s_tree.ParentGroup.HasGroupChanged = true;
//s_tree.ScheduleFullUpdate(); //s_tree.ScheduleFullUpdate();
s_tree.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Scale}); s_tree.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Scale});
} }
} }
else else

View File

@ -1388,6 +1388,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
tmp.Z = (float)scale.z; tmp.Z = (float)scale.z;
part.Scale = tmp; part.Scale = tmp;
part.SendFullUpdateToAllClients(); part.SendFullUpdateToAllClients();
//DSG SYNC
part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Scale });
} }
public LSL_Vector llGetScale() public LSL_Vector llGetScale()
@ -1402,7 +1405,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.ClickAction = (byte)action; m_host.ClickAction = (byte)action;
if (m_host.ParentGroup != null) m_host.ParentGroup.HasGroupChanged = true; if (m_host.ParentGroup != null) m_host.ParentGroup.HasGroupChanged = true;
//m_host.ScheduleFullUpdate(); //m_host.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.ClickAction}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.ClickAction});
return; return;
} }
@ -1655,7 +1658,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
part.ParentGroup.HasGroupChanged = true; part.ParentGroup.HasGroupChanged = true;
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Shape}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Shape});
} }
/// <summary> /// <summary>
@ -1691,7 +1694,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
part.ParentGroup.HasGroupChanged = true; part.ParentGroup.HasGroupChanged = true;
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
part.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Shape}); part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Shape});
} }
public LSL_Vector llGetColor(int face) public LSL_Vector llGetColor(int face)
@ -1967,7 +1970,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
SceneObjectGroup parent = part.ParentGroup; SceneObjectGroup parent = part.ParentGroup;
parent.HasGroupChanged = true; parent.HasGroupChanged = true;
//parent.ScheduleGroupForTerseUpdate(); //parent.ScheduleGroupForTerseUpdate();
parent.ScheduleGroupForTerseUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.OffsetPosition}); parent.ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.OffsetPosition});
} }
} }
@ -2314,7 +2317,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
//m_host.ScheduleFullUpdate(); //m_host.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
m_host.SendFullUpdateToAllClients(); m_host.SendFullUpdateToAllClients();
} }
@ -2335,7 +2338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
//prim.ScheduleFullUpdate(); //prim.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
prim.SendFullUpdateToAllClients(); prim.SendFullUpdateToAllClients();
} }
} }
@ -2348,7 +2351,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
//m_host.ScheduleFullUpdate(); //m_host.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
m_host.SendFullUpdateToAllClients(); m_host.SendFullUpdateToAllClients();
} }
@ -2391,7 +2394,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
part.SoundFlags = 0; part.SoundFlags = 0;
part.SoundRadius = 0; part.SoundRadius = 0;
//part.ScheduleFullUpdate(); //part.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
part.SendFullUpdateToAllClients(); part.SendFullUpdateToAllClients();
} }
m_host.ParentGroup.LoopSoundMasterPrim = null; m_host.ParentGroup.LoopSoundMasterPrim = null;
@ -2404,7 +2407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SoundFlags = 0; m_host.SoundFlags = 0;
m_host.SoundRadius = 0; m_host.SoundRadius = 0;
//m_host.ScheduleFullUpdate(); //m_host.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
m_host.SendFullUpdateToAllClients(); m_host.SendFullUpdateToAllClients();
} }
} }
@ -2415,7 +2418,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SoundFlags = 0; m_host.SoundFlags = 0;
m_host.SoundRadius = 0; m_host.SoundRadius = 0;
//m_host.ScheduleFullUpdate(); //m_host.ScheduleFullUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Sound}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Sound});
m_host.SendFullUpdateToAllClients(); m_host.SendFullUpdateToAllClients();
} }
} }
@ -3326,7 +3329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
m_host.AngularVelocity = new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate)); m_host.AngularVelocity = new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate));
//m_host.ScheduleTerseUpdate(); //m_host.ScheduleTerseUpdate();
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.AngularVelocity}); m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.AngularVelocity});
m_host.SendTerseUpdateToAllClients(); m_host.SendTerseUpdateToAllClients();
m_host.ParentGroup.HasGroupChanged = true; m_host.ParentGroup.HasGroupChanged = true;
} }
@ -3612,17 +3615,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
parentPrim.RootPart.CreateSelected = true; parentPrim.RootPart.CreateSelected = true;
parentPrim.HasGroupChanged = true; parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate(); //parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
//Schedule a LinkObject message for synchronization purpose. This will lead to enqueue a LinkObject message in SyncConnector's outgoingQueue, //Schedule a LinkObject message for synchronization purpose. This will lead to enqueue a LinkObject message in SyncConnector's outgoingQueue,
//so should return quickly. //so should return quickly.
if (World.RegionSyncModule != null) if (World.RegionSyncModule != null)
{ {
//Tell other actors to link the SceneObjectParts together as a new group. //Tell other actors to link the SceneObjectParts together as a new group.
//parentGroup.SyncInfoUpdate(); //parentGroup.SyncInfoUpdate();
World.RegionSyncModule.SendLinkObject(parentPrim, parentPrim.RootPart, children); //World.RegionSyncModule.SendLinkObject(parentPrim, parentPrim.RootPart, children);
World.RegionSyncModule.SyncLinkObject(parentPrim, parentPrim.RootPart, children);
} }
m_host.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); //SendLinkObject above will synchronize the link operation, no need to taint updates here m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.None }); //SyncLinkObject above will synchronize the link operation, no need to taint updates here
//end of SYMMETRIC SYNC //end of DSG SYNC
if (client != null) if (client != null)
parentPrim.GetProperties(client); parentPrim.GetProperties(client);
@ -3680,11 +3684,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (linknum == ScriptBaseClass.LINK_ROOT) if (linknum == ScriptBaseClass.LINK_ROOT)
{ {
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
beforeDelinkGroups.Add(parentPrim); beforeDelinkGroups.Add(parentPrim);
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
//end of SYMMETRIC SYNC //end of DSG SYNC
// Restructuring Multiple Prims. // Restructuring Multiple Prims.
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
@ -3692,19 +3696,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
foreach (SceneObjectPart part in parts) foreach (SceneObjectPart part in parts)
{ {
parentPrim.DelinkFromGroup(part.LocalId, true); parentPrim.DelinkFromGroup(part.LocalId, true);
//SYMMETRIC SYNC //DSG SYNC
afterDelinkGroups.Add(part.ParentGroup); afterDelinkGroups.Add(part.ParentGroup);
} }
parentPrim.HasGroupChanged = true; parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate(); //parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
//Send out DelinkObject message to other actors to sychronize their object list //Send out DelinkObject message to other actors to sychronize their object list
if (World.RegionSyncModule != null) if (World.RegionSyncModule != null)
{ {
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups); World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
} }
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC //end of DSG SYNC
parentPrim.TriggerScriptChangedEvent(Changed.LINK); parentPrim.TriggerScriptChangedEvent(Changed.LINK);
if (parts.Count > 0) if (parts.Count > 0)
@ -3718,13 +3722,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
newRoot.ParentGroup.HasGroupChanged = true; newRoot.ParentGroup.HasGroupChanged = true;
//newRoot.ParentGroup.ScheduleGroupForFullUpdate(); //newRoot.ParentGroup.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
if (World.RegionSyncModule != null) if (World.RegionSyncModule != null)
{ {
World.RegionSyncModule.SendLinkObject(newRoot.ParentGroup, newRoot, new List<SceneObjectPart>(newRoot.ParentGroup.Parts)); //World.RegionSyncModule.SendLinkObject(newRoot.ParentGroup, newRoot, new List<SceneObjectPart>(newRoot.ParentGroup.Parts));
World.RegionSyncModule.SyncLinkObject(newRoot.ParentGroup, newRoot, new List<SceneObjectPart>(newRoot.ParentGroup.Parts));
} }
newRoot.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); newRoot.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
} }
@ -3736,7 +3741,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
parentPrim.DelinkFromGroup(childPrim.LocalId, true); parentPrim.DelinkFromGroup(childPrim.LocalId, true);
parentPrim.HasGroupChanged = true; parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate(); //parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC //DSG SYNC
//Send out DelinkObject message to other actors to sychronize their object list //Send out DelinkObject message to other actors to sychronize their object list
if (World.RegionSyncModule != null) if (World.RegionSyncModule != null)
{ {
@ -3746,7 +3751,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
afterDelinkGroups.Add(childPrim.ParentGroup); afterDelinkGroups.Add(childPrim.ParentGroup);
World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups); World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
} }
//end of SYMMETRIC SYNC //end of DSG SYNC
parentPrim.TriggerScriptChangedEvent(Changed.LINK); parentPrim.TriggerScriptChangedEvent(Changed.LINK);
} }
@ -3759,12 +3764,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (parentPrim.RootPart.AttachmentPoint != 0) if (parentPrim.RootPart.AttachmentPoint != 0)
return; // Fail silently if attached return; // Fail silently if attached
//SYMMETRIC SYNC //DSG SYNC
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
beforeDelinkGroups.Add(parentPrim); beforeDelinkGroups.Add(parentPrim);
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>(); List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
SceneObjectPart rootPart = parentPrim.RootPart; SceneObjectPart rootPart = parentPrim.RootPart;
//end of SYMMETRIC SYNC //end of DSG SYNC
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
parts.Remove(parentPrim.RootPart); parts.Remove(parentPrim.RootPart);
@ -3773,7 +3778,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
parentPrim.DelinkFromGroup(part.LocalId, true); parentPrim.DelinkFromGroup(part.LocalId, true);
parentPrim.TriggerScriptChangedEvent(Changed.LINK); parentPrim.TriggerScriptChangedEvent(Changed.LINK);
//SYMMETRIC SYNC //DSG SYNC
afterDelinkGroups.Add(part.ParentGroup); afterDelinkGroups.Add(part.ParentGroup);
} }
parentPrim.HasGroupChanged = true; parentPrim.HasGroupChanged = true;
@ -3785,8 +3790,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
afterDelinkGroups.Add(rootPart.ParentGroup); afterDelinkGroups.Add(rootPart.ParentGroup);
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups); World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
} }
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.None}); parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC //end of DSG SYNC
} }
public LSL_String llGetLinkKey(int linknum) public LSL_String llGetLinkKey(int linknum)
@ -4025,7 +4030,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f));
m_host.ParentGroup.HasGroupChanged = true; m_host.ParentGroup.HasGroupChanged = true;
//m_host.ParentGroup.ScheduleGroupForFullUpdate(); //m_host.ParentGroup.ScheduleGroupForFullUpdate();
m_host.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Text}); m_host.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Text});
} }
public LSL_Float llWater(LSL_Vector offset) public LSL_Float llWater(LSL_Vector offset)
@ -5677,6 +5682,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
part.AddTextureAnimation(pTexAnim); part.AddTextureAnimation(pTexAnim);
part.SendFullUpdateToAllClients(); part.SendFullUpdateToAllClients();
part.ParentGroup.HasGroupChanged = true; part.ParentGroup.HasGroupChanged = true;
//DSG SYNC
part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.TextureAnimation });
} }
public void llTriggerSoundLimited(string sound, double volume, LSL_Vector top_north_east, public void llTriggerSoundLimited(string sound, double volume, LSL_Vector top_north_east,
@ -6189,6 +6197,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
part.ParentGroup.HasGroupChanged = true; part.ParentGroup.HasGroupChanged = true;
} }
part.SendFullUpdateToAllClients(); part.SendFullUpdateToAllClients();
//DSG SYNC
part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.ParticleSystem });
} }
public void llGroundRepel(double height, int water, double tau) public void llGroundRepel(double height, int water, double tau)

View File

@ -2346,7 +2346,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
obj.ParentGroup.HasGroupChanged = true; obj.ParentGroup.HasGroupChanged = true;
//obj.ScheduleFullUpdate(); //obj.ScheduleFullUpdate();
obj.ScheduleFullUpdate(new List<SceneObjectPartProperties>(){SceneObjectPartProperties.Shape}); obj.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Shape});
} }