Revert "A stab at mantis #5256. Separate ScenePresence updates from SceneObject updates, and place them in different queues."
This reverts commit f84905e294
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viewer-2-initial-appearance
parent
58b251506c
commit
d8fd917076
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@ -3553,116 +3553,111 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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int updatesThisCall = 0;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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lock (m_entityUpdates.SyncRoot)
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{
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lock (m_entityUpdates.SyncRoot)
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EntityUpdate update;
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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if (!m_entityUpdates.TryDequeue(out update))
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break;
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}
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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if (m_killRecord.Contains(part.LocalId))
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if (update.Entity is SceneObjectPart)
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{
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// m_log.WarnFormat(
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// "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
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// part.LocalId, Name);
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continue;
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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if (m_killRecord.Contains(part.LocalId))
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{
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part.Shape.LightEntry = false;
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// m_log.WarnFormat(
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// "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
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// part.LocalId, Name);
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continue;
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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{
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part.Shape.LightEntry = false;
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}
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}
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}
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}
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++updatesThisCall;
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++updatesThisCall;
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#region UpdateFlags to packet type conversion
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#region UpdateFlags to packet type conversion
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PrimUpdateFlags updateFlags = update.Flags;
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PrimUpdateFlags updateFlags = update.Flags;
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bool canUseCompressed = true;
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bool canUseImproved = true;
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bool canUseCompressed = true;
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bool canUseImproved = true;
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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// Compressed object updates only make sense for LL primitives
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if (!(update.Entity is SceneObjectPart))
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{
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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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}
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#endregion UpdateFlags to packet type conversion
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#region Block Construction
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// TODO: Remove this once we can build compressed updates
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canUseCompressed = false;
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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canUseCompressed = false;
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}
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if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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updateFlags.HasFlag(PrimUpdateFlags.Joint))
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{
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canUseImproved = false;
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}
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}
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#endregion UpdateFlags to packet type conversion
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#region Block Construction
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// TODO: Remove this once we can build compressed updates
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canUseCompressed = false;
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if (!canUseImproved && !canUseCompressed)
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{
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if (update.Entity is ScenePresence)
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{
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objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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}
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else
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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@ -3691,88 +3686,71 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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// }
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}
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}
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else if (!canUseImproved)
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{
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compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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}
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}
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else if (!canUseImproved)
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{
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compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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}
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else
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{
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if (update.Entity is ScenePresence)
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terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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else
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{
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terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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}
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#endregion Block Construction
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}
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#endregion Block Construction
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}
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#region Packet Sending
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#region Packet Sending
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const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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if (terseAgentUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.State, true);
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}
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if (terseUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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if (objectUpdateBlocks.IsValueCreated)
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{
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List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
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const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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if (objectUpdateBlocks.IsValueCreated)
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{
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List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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if (compressedUpdateBlocks.IsValueCreated)
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{
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List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
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if (compressedUpdateBlocks.IsValueCreated)
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{
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List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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if (terseUpdateBlocks.IsValueCreated)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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}
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#endregion Packet Sending
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