Added code to include serialization/deserialization of BucketSyncInfoList in each SceneObjectPart.
parent
f36f1010b7
commit
ce4c8e4b6f
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@ -179,12 +179,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return m_isSyncRelay; }
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}
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private Dictionary<string, int> m_primPropertyBucketMap = new Dictionary<string, int>();
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public Dictionary<string, int> PrimPropertyBucketMap
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private Dictionary<string, string> m_primPropertyBucketMap = new Dictionary<string, string>();
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public Dictionary<string, string> PrimPropertyBucketMap
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{
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get { return m_primPropertyBucketMap; }
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}
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public List<string> PropertyBucketDescription = new List<string>();
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private List<string> m_propertyBucketDescription = new List<string>();
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public List<string> PropertyBucketDescription
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{
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get { return m_propertyBucketDescription; }
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}
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private RegionSyncListener m_localSyncListener = null;
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private bool m_synced = false;
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@ -201,21 +205,24 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Read in configuration for which property-bucket each property belongs to, and the description of each bucket
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private void PupolatePropertyBucketMap(IConfig config)
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{
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//We start with a default bucket map. Will add the code to read in configuration from config files later.
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PupolatePropertyBuketMapByDefault();
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//Pass the bucket information to SceneObjectPart.
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SceneObjectPart.InitializeBucketInfo(m_primPropertyBucketMap, m_propertyBucketDescription, m_actorID);
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}
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//If nothing configured in the config file, this is the default settings for grouping properties into different bucket
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private void PupolatePropertyBuketMapByDefault()
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{
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//by default, there are two property buckets: the "General" bucket and the "Physics" bucket.
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PropertyBucketDescription.Add("General");
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PropertyBucketDescription.Add("Physics");
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string generalBucketName = "General";
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string physicsBucketName = "Physics";
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m_propertyBucketDescription.Add(generalBucketName);
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m_propertyBucketDescription.Add(physicsBucketName);
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m_maxNumOfPropertyBuckets = 2;
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int generalBucketID = 0;
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int physicsBucketID = 1;
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foreach (string pName in SceneObjectPart.PropertyList)
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{
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switch (pName){
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@ -235,11 +242,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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case "IsPhysical":
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case "Flying":
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case "Buoyancy":
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m_primPropertyBucketMap.Add(pName, physicsBucketID);
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m_primPropertyBucketMap.Add(pName, generalBucketName);
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break;
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default:
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//all other properties belong to the "General" bucket.
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m_primPropertyBucketMap.Add(pName, generalBucketID);
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m_primPropertyBucketMap.Add(pName, physicsBucketName);
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break;
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}
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}
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@ -55,7 +55,15 @@ namespace OpenSim.Region.Framework.Interfaces
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string ActorID { get; }
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DSGActorTypes DSGActorType { get; set; }
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bool IsSyncRelay { get; }
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Dictionary<string, int> PrimPropertyBucketMap { get; }
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/// <summary>
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/// The mapping of a property (identified by its name) to the index of a bucket.
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/// </summary>
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Dictionary<string, string> PrimPropertyBucketMap { get; }
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/// <summary>
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/// The text description of the properties in each bucket, e.g. "General", "Physics"
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/// </summary>
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List<string> PropertyBucketDescription { get; }
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//Enqueue updates for scene-objects and scene-presences
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void QueueSceneObjectPartForUpdate(SceneObjectPart part);
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@ -579,6 +579,15 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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//ScheduleGroupForFullUpdate();
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//SYMMETRIC SYNC
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if (m_scene.RegionSyncClientModule != null)
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{
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foreach (SceneObjectPart part in Parts)
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{
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part.InitializeBucketSyncInfo();
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}
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}
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}
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public Vector3 GroupScale()
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@ -116,6 +116,7 @@ namespace OpenSim.Region.Framework.Scenes
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private string m_lastUpdateActorID;
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//lock for concurrent updates of the timestamp and actorID.
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private Object m_updateLock = new Object();
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private string m_bucketName;
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public long LastUpdateTimeStamp
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{
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@ -127,10 +128,21 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_lastUpdateActorID; }
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}
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public BucketSyncInfo(long timeStamp, string actorID)
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public string BucketName
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{
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get { return m_bucketName; }
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}
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public BucketSyncInfo(string bucketName)
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{
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m_bucketName = bucketName;
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}
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public BucketSyncInfo(long timeStamp, string actorID, string bucketName)
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{
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m_lastUpdateTimeStamp = timeStamp;
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m_lastUpdateActorID = actorID;
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m_bucketName = bucketName;
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}
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public void UpdateSyncInfo(long timeStamp, string actorID)
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@ -5096,11 +5108,12 @@ namespace OpenSim.Region.Framework.Scenes
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/*
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private Object propertyUpdateLock = new Object();
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//!!!!!! -- TODO:
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//!!!!!! -- We should call UpdateXXX functions to update each property, cause some of such updates involves sanity checking.
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public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart)
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{
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -5223,6 +5236,8 @@ namespace OpenSim.Region.Framework.Scenes
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return partUpdateResult;
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}
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*/
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private bool UpdateCollisionSound(UUID updatedCollisionSound)
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{
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@ -5276,34 +5291,170 @@ namespace OpenSim.Region.Framework.Scenes
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}
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//The following three variables should be initialized when this SceneObjectPart is added into the local Scene.
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private List<BucketSyncInfo> m_bucketSyncInfo = null;
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private Dictionary<string, int> m_primPropertyBucketMap = null;
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private string m_localActorID = "";
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//The following variables should be initialized when this SceneObjectPart is added into the local Scene.
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//private List<BucketSyncInfo> SynchronizeUpdatesToScene = null;
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//public List<BucketSyncInfo> BucketSyncInfoList
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private Dictionary<string, BucketSyncInfo> m_bucketSyncInfoList = null;
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public Dictionary<string, BucketSyncInfo> BucketSyncInfoList
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{
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get { return m_bucketSyncInfoList; }
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set { m_bucketSyncInfoList = value; }
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}
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//TODO: serialization and deserialization processors to be added in SceneObjectSerializer
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public void InitializeBucketSyncInfo(Dictionary<string, int> propertyBucketMap, string actorID)
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//The following variables are initialized when RegionSyncModule reads the config file for mapping of properties and buckets
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private static Dictionary<string, string> m_primPropertyBucketMap = null;
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private static List<string> m_propertyBucketNames = null;
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//private static List<Object> m_bucketUpdateLocks = null;
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private static Dictionary<string, Object> m_bucketUpdateLocks = new Dictionary<string, object>();
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private static string m_localActorID = "";
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private static int m_bucketCount = 0;
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//private delegate void BucketUpdateProcessor(int bucketIndex);
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private delegate void BucketUpdateProcessor(string bucketName);
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private static Dictionary<string, BucketUpdateProcessor> m_bucketUpdateProcessors = new Dictionary<string, BucketUpdateProcessor>();
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public static void InitializeBucketInfo(Dictionary<string, string> propertyBucketMap, List<string> bucketNames, string actorID)
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{
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m_primPropertyBucketMap = propertyBucketMap;
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m_propertyBucketNames = bucketNames;
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m_localActorID = actorID;
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int bucketNum = propertyBucketMap.Count;
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long timeStamp = DateTime.Now.Ticks;
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for (int i = 0; i < bucketNum; i++)
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m_bucketCount = propertyBucketMap.Count;
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RegisterBucketUpdateProcessor();
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}
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/// <summary>
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/// Link each bucket with the function that applies updates to properties in the bucket. This is the "hard-coded" part
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/// in the property-buckets implementation. When new buckets are implemented, the processing functions need to be modified accordingly.
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/// </summary>
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private static void RegisterBucketUpdateProcessor()
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{
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BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID);
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m_bucketSyncInfo.Add(syncInfo);
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foreach (string bucketName in m_propertyBucketNames)
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{
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switch (bucketName)
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{
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case "General":
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m_bucketUpdateProcessors.Add(bucketName, GeneralBucketUpdateProcessor);
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break;
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case "Physics":
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m_bucketUpdateProcessors.Add(bucketName, PhysicsBucketUpdateProcessor);
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break;
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default:
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m_log.Warn("Bucket " + bucketName + "'s update processing function not defined yet");
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break;
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}
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}
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}
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private static void GeneralBucketUpdateProcessor(string bucketName)
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{
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lock (m_bucketUpdateLocks[bucketName])
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{
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}
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}
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private static void PhysicsBucketUpdateProcessor(string bucketName)
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{
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lock (m_bucketUpdateLocks[bucketName])
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{
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}
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}
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//Should be called when the SceneObjectGroup this part is in is added to scene, see SceneObjectGroup.AttachToScene
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public void InitializeBucketSyncInfo()
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{
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if (m_primPropertyBucketMap == null)
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{
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m_log.Error("Bucket Information has not been initilized. Return.");
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return;
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}
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long timeStamp = DateTime.Now.Ticks;
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for (int i = 0; i < m_bucketCount; i++)
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{
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string bucketName = m_propertyBucketNames[i];
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BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
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m_bucketSyncInfoList.Add(bucketName, syncInfo);
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m_bucketUpdateLocks.Add(bucketName, new Object());
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}
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}
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private void UpdateBucketSyncInfo(string propertyName)
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{
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if (m_bucketSyncInfo != null)
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if (m_bucketSyncInfoList != null)
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{
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int bucketIndex = m_primPropertyBucketMap[propertyName];
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//int bucketIndex = m_primPropertyBucketMap[propertyName];
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string bucketName = m_primPropertyBucketMap[propertyName];
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long timeStamp = DateTime.Now.Ticks;
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m_bucketSyncInfo[bucketIndex].UpdateSyncInfo(timeStamp, m_localActorID);
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m_bucketSyncInfoList[bucketName].UpdateSyncInfo(timeStamp, m_localActorID);
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}
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}
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public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart)
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{
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////////////////////Assumptions: ////////////////////
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//(1) prim's UUID and LocalID shall not change (UUID is the unique identifies, LocalID is used to refer to the prim by, say scripts)
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//(2) RegionHandle won't be updated -- each copy of Scene is hosted on a region with different region handle
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//(3) ParentID won't be updated -- if the rootpart of the SceneObjectGroup changed, that will be updated in SceneObjectGroup.UpdateObjectProperties
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////////////////////Furture enhancements:////////////////////
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//For now, we only update the set of properties that are included in serialization, and some PhysicsActor properties
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//See RegionSyncModule.PupolatePropertyBuketMapByDefault for the properties that are handled.
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if (updatedPart == null)
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return Scene.ObjectUpdateResult.Error;
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//Compate the timestamp of each bucket and update the properties if needed
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Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Unchanged;
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for (int i=0; i<m_bucketCount; i++){
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string bucketName = m_propertyBucketNames[i];
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//First, compare the bucket's timestamp and actorID
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if (m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp > updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp)
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{
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//Our timestamp is more update to date, keep our values of the properties. Do not update anything.
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continue;
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}
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if (m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp == updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp)
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{
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if (!m_bucketSyncInfoList[bucketName].LastUpdateActorID.Equals(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID))
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{
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m_log.Warn("Different actors modified SceneObjetPart " + UUID + " with the same TimeStamp (" + m_bucketSyncInfoList[bucketName].LastUpdateActorID
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+ "," + updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID + ", CONFLICT RESOLUTION TO BE IMPLEMENTED!!!!");
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}
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continue;
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}
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//Second, if need to update local properties, call each bucket's update process
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if (m_bucketUpdateProcessors.ContainsKey(bucketName))
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{
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m_bucketUpdateProcessors[bucketName](bucketName);
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partUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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else
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{
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m_log.Warn("No update processor for property bucket " + bucketName);
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}
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}
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return partUpdateResult;
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}
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//private void UpdateBucketProperties(string bucketDescription,
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#endregion
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}
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@ -330,8 +330,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
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//SYMMETRIC SYNC
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m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
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//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
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m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
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//end of SYMMETRIC SYNC
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#endregion
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@ -702,6 +703,55 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty);
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}
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private static void ProcessBucketSyncInfo(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.BucketSyncInfoList = new Dictionary<string, BucketSyncInfo>();
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if (reader.IsEmptyElement)
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{
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reader.Read();
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return;
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}
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string elementName = "BucketSyncInfoList";
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reader.ReadStartElement(elementName, String.Empty);
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while (reader.Name == "Bucket")
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{
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reader.ReadStartElement("Bucket", String.Empty); // Bucket
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string bucketName="";
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long timeStamp = 0;
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string actorID = "";
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while (reader.NodeType != XmlNodeType.EndElement)
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{
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switch (reader.Name)
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{
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case "Name":
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bucketName = reader.ReadElementContentAsString("Name", String.Empty);
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break;
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case "TimeStamp":
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timeStamp = reader.ReadElementContentAsLong("TimeStamp", String.Empty);
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break;
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case "ActorID":
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actorID = reader.ReadElementContentAsString("ActorID", String.Empty);
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break;
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default:
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reader.ReadOuterXml();
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break;
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}
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}
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reader.ReadEndElement();
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BucketSyncInfo bucketSyncInfo = new BucketSyncInfo(timeStamp, actorID, bucketName);
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obj.BucketSyncInfoList.Add(bucketName, bucketSyncInfo);
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}
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if (reader.NodeType == XmlNodeType.EndElement)
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reader.ReadEndElement(); // BucketSyncInfoList
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}
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//end of SYMMETRIC SYNC
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#endregion
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@ -1186,13 +1236,36 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
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//SYMMETRIC SYNC
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writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
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writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
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//writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
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//writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
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WriteBucketSyncInfo(writer, sop.BucketSyncInfoList);
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//end of SYMMETRIC SYNC
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writer.WriteEndElement();
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}
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//SYMMETRIC SYNC
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static void WriteBucketSyncInfo(XmlTextWriter writer, Dictionary<string, BucketSyncInfo> bucketSyncInfoList)
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{
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if (bucketSyncInfoList.Count > 0) // otherwise skip this
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{
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writer.WriteStartElement("BucketSyncInfoList");
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foreach (KeyValuePair<string, BucketSyncInfo> pair in bucketSyncInfoList)
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{
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BucketSyncInfo bucketSyncInfo = pair.Value;
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writer.WriteStartElement("Bucket");
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writer.WriteElementString("Name", bucketSyncInfo.BucketName);
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writer.WriteElementString("TimeStamp", bucketSyncInfo.LastUpdateTimeStamp.ToString());
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writer.WriteElementString("ActorID", bucketSyncInfo.LastUpdateActorID);
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writer.WriteEndElement(); // Bucket
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}
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writer.WriteEndElement(); // BucketSyncInfo
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}
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}
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//end of SYMMETRIC SYNC
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static void WriteUUID(XmlTextWriter writer, string name, UUID id, Dictionary<string, object> options)
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{
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writer.WriteStartElement(name);
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