Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-12-15 22:59:52 +00:00
commit d457b4c4b1
4 changed files with 257 additions and 240 deletions

View File

@ -328,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
/// ownerless phantom.
///
/// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
/// All manipulation of this set has to occur under a lock
///
/// </value>
protected HashSet<uint> m_killRecord;
@ -1536,11 +1536,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(kill, ThrottleOutPacketType.State);
return;
}
m_killRecord.Add(localIDs[0]);
lock (m_killRecord)
{
m_killRecord.Add(localIDs[0]);
}
}
else
{
lock (m_entityUpdates.SyncRoot)
lock (m_killRecord)
{
foreach (uint localID in localIDs)
m_killRecord.Add(localID);
@ -3595,248 +3598,254 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int updatesThisCall = 0;
EntityUpdate update;
while (updatesThisCall < maxUpdates)
lock (m_killRecord)
{
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out update))
break;
if (update.Entity is SceneObjectPart)
while (updatesThisCall < maxUpdates)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
lock (m_entityUpdates.SyncRoot)
if (!m_entityUpdates.TryDequeue(out update))
break;
// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
// safety measure.
//
// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
// updates and kills on different threads with different scheduling strategies, hence this protection.
//
// This doesn't appear to apply to child prims - a client will happily ignore these updates
// after the root prim has been deleted.
if (m_killRecord.Contains(part.LocalId))
continue;
if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
continue;
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
if (part.ParentGroup.IsDeleted)
continue;
if (part.ParentGroup.IsAttachment)
{ // Someone else's HUD, why are we getting these?
if (part.ParentGroup.OwnerID != AgentId &&
part.ParentGroup.RootPart.Shape.State >= 30)
// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
// safety measure.
//
// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
// updates and kills on different threads with different scheduling strategies, hence this protection.
//
// This doesn't appear to apply to child prims - a client will happily ignore these updates
// after the root prim has been deleted.
if (m_killRecord.Contains(part.LocalId))
continue;
ScenePresence sp;
// Owner is not in the sim, don't update it to
// anyone
if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
continue;
List<SceneObjectGroup> atts = sp.Attachments;
bool found = false;
foreach (SceneObjectGroup att in atts)
{
if (att == part.ParentGroup)
if (part.ParentGroup.IsDeleted)
continue;
if (part.ParentGroup.IsAttachment)
{ // Someone else's HUD, why are we getting these?
if (part.ParentGroup.OwnerID != AgentId &&
part.ParentGroup.RootPart.Shape.State >= 30)
continue;
ScenePresence sp;
// Owner is not in the sim, don't update it to
// anyone
if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
continue;
List<SceneObjectGroup> atts = sp.Attachments;
bool found = false;
foreach (SceneObjectGroup att in atts)
{
found = true;
break;
if (att == part.ParentGroup)
{
found = true;
break;
}
}
// It's an attachment of a valid avatar, but
// doesn't seem to be attached, skip
if (!found)
continue;
}
if (part.ParentGroup.IsAttachment && m_disableFacelights)
{
if (part.ParentGroup.IsAttachment && m_disableFacelights)
{
if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
{
part.Shape.LightEntry = false;
}
}
}
// It's an attachment of a valid avatar, but
// doesn't seem to be attached, skip
if (!found)
continue;
}
if (part.ParentGroup.IsAttachment && m_disableFacelights)
{
if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
++updatesThisCall;
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
part.Shape.LightEntry = false;
canUseCompressed = false;
}
}
}
++updatesThisCall;
#region UpdateFlags to packet type conversion
PrimUpdateFlags updateFlags = update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
// Compressed object updates only make sense for LL primitives
if (!(update.Entity is SceneObjectPart))
{
canUseCompressed = false;
}
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
canUseCompressed = false;
canUseImproved = false;
}
else
{
if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
canUseCompressed = false;
canUseImproved = false;
}
else
{
if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
canUseCompressed = false;
}
if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
updateFlags.HasFlag(PrimUpdateFlags.Text) ||
updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
updateFlags.HasFlag(PrimUpdateFlags.Material) ||
updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
{
canUseImproved = false;
}
}
#endregion UpdateFlags to packet type conversion
#region Block Construction
// TODO: Remove this once we can build compressed updates
canUseCompressed = false;
if (!canUseImproved && !canUseCompressed)
{
if (update.Entity is ScenePresence)
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
}
else
{
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
// {
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
// string text = sop.Text;
// if (text.IndexOf("\n") >= 0)
// text = text.Remove(text.IndexOf("\n"));
//
// if (m_attachmentsSent.Contains(sop.ParentID))
// {
//// m_log.DebugFormat(
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
//// sop.LocalId, text);
//
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
//
// m_attachmentsSent.Add(sop.LocalId);
// }
// else
// {
// m_log.DebugFormat(
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
// sop.LocalId, text, sop.ParentID);
//
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
// }
// }
// else
// {
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
// }
}
}
else if (!canUseImproved)
{
compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
}
else
{
if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
// Self updates go into a special list
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
else
// Everything else goes here
terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
}
#endregion Block Construction
}
if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
updateFlags.HasFlag(PrimUpdateFlags.Text) ||
updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
updateFlags.HasFlag(PrimUpdateFlags.Material) ||
updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
updateFlags.HasFlag(PrimUpdateFlags.Joint))
#region Packet Sending
const float TIME_DILATION = 1.0f;
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
if (terseAgentUpdateBlocks.IsValueCreated)
{
canUseImproved = false;
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
}
}
#endregion UpdateFlags to packet type conversion
#region Block Construction
// TODO: Remove this once we can build compressed updates
canUseCompressed = false;
if (!canUseImproved && !canUseCompressed)
{
if (update.Entity is ScenePresence)
if (objectUpdateBlocks.IsValueCreated)
{
objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
else
if (compressedUpdateBlocks.IsValueCreated)
{
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
// {
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
// string text = sop.Text;
// if (text.IndexOf("\n") >= 0)
// text = text.Remove(text.IndexOf("\n"));
//
// if (m_attachmentsSent.Contains(sop.ParentID))
// {
//// m_log.DebugFormat(
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
//// sop.LocalId, text);
//
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
//
// m_attachmentsSent.Add(sop.LocalId);
// }
// else
// {
// m_log.DebugFormat(
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
// sop.LocalId, text, sop.ParentID);
//
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
// }
// }
// else
// {
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
// }
List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
if (terseUpdateBlocks.IsValueCreated)
{
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
}
else if (!canUseImproved)
{
compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
}
else
{
if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
// Self updates go into a special list
terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
else
// Everything else goes here
terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
}
#endregion Block Construction
}
#region Packet Sending
const float TIME_DILATION = 1.0f;
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
if (terseAgentUpdateBlocks.IsValueCreated)
{
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
}
if (objectUpdateBlocks.IsValueCreated)
{
List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
if (compressedUpdateBlocks.IsValueCreated)
{
List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
if (terseUpdateBlocks.IsValueCreated)
{
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
#endregion Packet Sending

View File

@ -152,7 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int m_update_coarse_locations = 50;
private int m_update_coarse_locations = 80;
private int frameMS;
private int physicsMS2;
@ -181,6 +181,8 @@ namespace OpenSim.Region.Framework.Scenes
private object m_deleting_scene_object = new object();
private object m_cleaningAttachments = new object();
private bool m_cleaningTemps = false;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
private double m_reprioritizationInterval = 5000.0;
@ -1296,10 +1298,11 @@ namespace OpenSim.Region.Framework.Scenes
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
// Delete temp-on-rez stuff
if (m_frame % m_update_backup == 0)
if (m_frame % 1000 == 0 && !m_cleaningTemps)
{
int tmpTempOnRezMS = Util.EnvironmentTickCount();
CleanTempObjects();
m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
@ -1326,12 +1329,12 @@ namespace OpenSim.Region.Framework.Scenes
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
if (m_frame % m_update_land == 0)
{
int ldMS = Util.EnvironmentTickCount();
UpdateLand();
landMS = Util.EnvironmentTickCountSubtract(ldMS);
}
//if (m_frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@ -1424,13 +1427,12 @@ namespace OpenSim.Region.Framework.Scenes
private void CheckAtTargets()
{
Dictionary<UUID, SceneObjectGroup>.ValueCollection objs;
lock (m_groupsWithTargets)
{
foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
{
entry.checkAtTargets();
}
}
objs = m_groupsWithTargets.Values;
foreach (SceneObjectGroup entry in objs)
entry.checkAtTargets();
}
@ -4539,6 +4541,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
}
public void DeleteFromStorage(UUID uuid)

View File

@ -2635,6 +2635,8 @@ namespace OpenSim.Region.Framework.Scenes
#region Overridden Methods
private bool sendingPrims = false;
public override void Update()
{
const float ROTATION_TOLERANCE = 0.01f;
@ -2642,7 +2644,8 @@ namespace OpenSim.Region.Framework.Scenes
const float POSITION_TOLERANCE = 0.05f;
//const int TIME_MS_TOLERANCE = 3000;
if (!sendingPrims)
Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
if (m_isChildAgent == false)
{
@ -2670,6 +2673,7 @@ namespace OpenSim.Region.Framework.Scenes
// followed suggestion from mic bowman. reversed the two lines below.
if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
CheckForBorderCrossing();
CheckForSignificantMovement(); // sends update to the modules.
}

View File

@ -3037,6 +3037,7 @@
<Reference name="OpenSim.Framework.Statistics"/>
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Region.OptionalModules"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="OpenSim.Services.Interfaces"/>