Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneViewer.csavinationmerge
commit
df35720cf5
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@ -1049,24 +1049,6 @@ namespace OpenSim
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||||||
MainConsole.Instance.Output(handlers.ToString());
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MainConsole.Instance.Output(handlers.ToString());
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break;
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break;
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case "pending-objects":
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System.Text.StringBuilder pending = new System.Text.StringBuilder("Pending objects:\n");
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m_sceneManager.ForEachScene(
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delegate(Scene scene)
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{
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scene.ForEachScenePresence(
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delegate(ScenePresence sp)
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{
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pending.AppendFormat("{0}: {1} {2} pending\n",
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scene.RegionInfo.RegionName, sp.Name, sp.SceneViewer.GetPendingObjectsCount());
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}
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);
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}
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);
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MainConsole.Instance.Output(pending.ToString());
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break;
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case "modules":
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case "modules":
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MainConsole.Instance.Output("The currently loaded shared modules are:");
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MainConsole.Instance.Output("The currently loaded shared modules are:");
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foreach (IRegionModule module in m_moduleLoader.GetLoadedSharedModules)
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foreach (IRegionModule module in m_moduleLoader.GetLoadedSharedModules)
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@ -572,10 +572,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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{
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
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AddFriend(client, friendID);
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AddFriendship(client, friendID);
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}
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}
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public void AddFriend(IClientAPI client, UUID friendID)
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public void AddFriendship(IClientAPI client, UUID friendID)
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{
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{
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StoreFriendships(client.AgentId, friendID);
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StoreFriendships(client.AgentId, friendID);
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@ -87,8 +87,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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SceneHelpers.AddScenePresence(m_scene, user2Id);
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SceneHelpers.AddScenePresence(m_scene, user2Id);
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// This friendship is currently only one-way, which might be pathalogical in Second Life.
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// This fiendship is two-way but without a connector, only the first user will receive the online
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m_fm.AddFriend(sp.ControllingClient, user2Id);
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// notification.
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m_fm.AddFriendship(sp.ControllingClient, user2Id);
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));
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@ -34,18 +34,15 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IFriendsModule
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public interface IFriendsModule
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{
|
{
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/// <summary>
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/// <summary>
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/// Add a friend for the given user.
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/// Add a friendship between two users.
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||||||
/// </summary>
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/// </summary>
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/// <remarks>
|
/// <remarks>
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/// This is a one-way friendship. To make a two way friendship you will need to call this again with the
|
|
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/// client and friend reversed.
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|
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///
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|
||||||
/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
|
/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
|
||||||
/// present in the scene.
|
/// present in the scene.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
/// <param name="client"></param>
|
/// <param name="client"></param>
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||||||
/// <param name="friendID"></param>
|
/// <param name="friendID"></param>
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||||||
void AddFriend(IClientAPI client, UUID friendID);
|
void AddFriendship(IClientAPI client, UUID friendID);
|
||||||
|
|
||||||
uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
|
uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
|
||||||
bool SendFriendsOnlineIfNeeded(IClientAPI client);
|
bool SendFriendsOnlineIfNeeded(IClientAPI client);
|
||||||
|
|
|
@ -1,50 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
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|
||||||
|
|
||||||
using System;
|
|
||||||
using OpenSim.Region.Framework.Scenes;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Framework.Interfaces
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Sends scheduled updates to it's associated ScenePresence.
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|
||||||
/// </summary>
|
|
||||||
public interface ISceneViewer
|
|
||||||
{
|
|
||||||
// void Reset();
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|
||||||
void Close();
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|
||||||
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|
||||||
/// <summary>
|
|
||||||
/// Add the part to the queue of parts for which we need to send an update to the client
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|
||||||
/// </summary>
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|
||||||
/// <param name="part"></param>
|
|
||||||
void QueuePartForUpdate(SceneObjectPart part);
|
|
||||||
|
|
||||||
void SendPrimUpdates();
|
|
||||||
int GetPendingObjectsCount();
|
|
||||||
}
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|
||||||
}
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|
|
@ -2657,6 +2657,16 @@ namespace OpenSim.Region.Framework.Scenes
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land.SendLandUpdateToClient(client);
|
land.SendLandUpdateToClient(client);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Send all scene object to the new client
|
||||||
|
Util.FireAndForget(delegate
|
||||||
|
{
|
||||||
|
Entities.ForEach(delegate(EntityBase e)
|
||||||
|
{
|
||||||
|
if (e != null && e is SceneObjectGroup)
|
||||||
|
((SceneObjectGroup)e).SendFullUpdateToClient(client);
|
||||||
|
});
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
|
@ -2148,30 +2148,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
|
|
||||||
{
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|
||||||
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
|
|
||||||
|
|
||||||
RootPart.AddFullUpdateToAvatar(presence);
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|
||||||
|
|
||||||
SceneObjectPart[] parts = m_parts.GetArray();
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|
||||||
for (int i = 0; i < parts.Length; i++)
|
|
||||||
{
|
|
||||||
SceneObjectPart part = parts[i];
|
|
||||||
if (part != RootPart)
|
|
||||||
part.AddFullUpdateToAvatar(presence);
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|
||||||
}
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|
||||||
}
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|
||||||
|
|
||||||
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
|
|
||||||
{
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|
||||||
// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name);
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|
||||||
|
|
||||||
SceneObjectPart[] parts = m_parts.GetArray();
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|
||||||
for (int i = 0; i < parts.Length; i++)
|
|
||||||
parts[i].AddTerseUpdateToAvatar(presence);
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|
||||||
}
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|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Schedule a full update for this scene object
|
/// Schedule a full update for this scene object
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -1425,25 +1425,6 @@ namespace OpenSim.Region.Framework.Scenes
|
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// m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
// m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Tell all scene presences that they should send updates for this part to their clients
|
|
||||||
/// </summary>
|
|
||||||
public void AddFullUpdateToAllAvatars()
|
|
||||||
{
|
|
||||||
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
|
||||||
{
|
|
||||||
AddFullUpdateToAvatar(avatar);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Tell the scene presence that it should send updates for this part to its client
|
|
||||||
/// </summary>
|
|
||||||
public void AddFullUpdateToAvatar(ScenePresence presence)
|
|
||||||
{
|
|
||||||
presence.SceneViewer.QueuePartForUpdate(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
|
||||||
{
|
{
|
||||||
m_particleSystem = pSystem.GetBytes();
|
m_particleSystem = pSystem.GetBytes();
|
||||||
|
@ -1454,20 +1435,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_particleSystem = new byte[0];
|
m_particleSystem = new byte[0];
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Terse updates
|
|
||||||
public void AddTerseUpdateToAllAvatars()
|
|
||||||
{
|
|
||||||
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
|
||||||
{
|
|
||||||
AddTerseUpdateToAvatar(avatar);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddTerseUpdateToAvatar(ScenePresence presence)
|
|
||||||
{
|
|
||||||
presence.SceneViewer.QueuePartForUpdate(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
|
public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
|
||||||
{
|
{
|
||||||
byte[] data = new byte[16];
|
byte[] data = new byte[16];
|
||||||
|
@ -2703,8 +2670,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
//ParentGroup.RootPart.m_groupPosition = newpos;
|
//ParentGroup.RootPart.m_groupPosition = newpos;
|
||||||
}
|
}
|
||||||
ScheduleTerseUpdate();
|
ScheduleTerseUpdate();
|
||||||
|
|
||||||
//SendTerseUpdateToAllClients();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PreloadSound(string sound)
|
public void PreloadSound(string sound)
|
||||||
|
@ -2888,6 +2853,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (ParentGroup == null)
|
if (ParentGroup == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
// This was pulled from SceneViewer. Attachments always receive full updates.
|
||||||
|
// I could not verify if this is a requirement but this maintains existing behavior
|
||||||
|
if (ParentGroup.IsAttachment)
|
||||||
|
{
|
||||||
|
ScheduleFullUpdate();
|
||||||
|
}
|
||||||
|
|
||||||
if (UpdateFlag == UpdateRequired.NONE)
|
if (UpdateFlag == UpdateRequired.NONE)
|
||||||
{
|
{
|
||||||
ParentGroup.HasGroupChanged = true;
|
ParentGroup.HasGroupChanged = true;
|
||||||
|
@ -2981,23 +2953,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Send a full update to all clients except the one nominated.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="agentID"></param>
|
|
||||||
public void SendFullUpdateToAllClientsExcept(UUID agentID)
|
|
||||||
{
|
|
||||||
if (ParentGroup == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
|
||||||
{
|
|
||||||
// Ugly reference :(
|
|
||||||
if (avatar.UUID != agentID)
|
|
||||||
SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID));
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sends a full update to the client
|
/// Sends a full update to the client
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -3074,7 +3029,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
|
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
|
||||||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
|
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
|
||||||
{
|
{
|
||||||
AddTerseUpdateToAllAvatars();
|
|
||||||
|
SendTerseUpdateToAllClients();
|
||||||
ClearUpdateSchedule();
|
ClearUpdateSchedule();
|
||||||
|
|
||||||
// Update the "last" values
|
// Update the "last" values
|
||||||
|
@ -3089,7 +3045,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
case UpdateRequired.FULL:
|
case UpdateRequired.FULL:
|
||||||
{
|
{
|
||||||
AddFullUpdateToAllAvatars();
|
SendFullUpdateToAllClients();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3193,9 +3149,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SendTerseUpdateToAllClients()
|
public void SendTerseUpdateToAllClients()
|
||||||
{
|
{
|
||||||
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||||
{
|
{
|
||||||
SendTerseUpdateToClient(avatar.ControllingClient);
|
SendTerseUpdateToClient(client);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -135,7 +135,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private Vector3 m_lastPosition;
|
private Vector3 m_lastPosition;
|
||||||
private Quaternion m_lastRotation;
|
private Quaternion m_lastRotation;
|
||||||
private Vector3 m_lastVelocity;
|
private Vector3 m_lastVelocity;
|
||||||
//private int m_lastTerseSent;
|
|
||||||
|
|
||||||
private Vector3? m_forceToApply;
|
private Vector3? m_forceToApply;
|
||||||
private int m_userFlags;
|
private int m_userFlags;
|
||||||
|
@ -645,14 +644,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
set { m_health = value; }
|
set { m_health = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
private ISceneViewer m_sceneViewer;
|
|
||||||
|
|
||||||
public ISceneViewer SceneViewer
|
|
||||||
{
|
|
||||||
get { return m_sceneViewer; }
|
|
||||||
private set { m_sceneViewer = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AdjustKnownSeeds()
|
public void AdjustKnownSeeds()
|
||||||
{
|
{
|
||||||
Dictionary<ulong, string> seeds;
|
Dictionary<ulong, string> seeds;
|
||||||
|
@ -756,7 +747,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
AttachmentsSyncLock = new Object();
|
AttachmentsSyncLock = new Object();
|
||||||
|
|
||||||
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
|
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
|
||||||
SceneViewer = new SceneViewer(this);
|
|
||||||
Animator = new ScenePresenceAnimator(this);
|
Animator = new ScenePresenceAnimator(this);
|
||||||
PresenceType = type;
|
PresenceType = type;
|
||||||
DrawDistance = world.DefaultDrawDistance;
|
DrawDistance = world.DefaultDrawDistance;
|
||||||
|
@ -867,16 +857,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
|
return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Send updates to the client about prims which have been placed on the update queue. We don't
|
|
||||||
/// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
|
|
||||||
/// timestamp has already been sent.
|
|
||||||
/// </summary>
|
|
||||||
public void SendPrimUpdates()
|
|
||||||
{
|
|
||||||
SceneViewer.SendPrimUpdates();
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Status Methods
|
#region Status Methods
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -2420,10 +2400,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
const float ROTATION_TOLERANCE = 0.01f;
|
const float ROTATION_TOLERANCE = 0.01f;
|
||||||
const float VELOCITY_TOLERANCE = 0.001f;
|
const float VELOCITY_TOLERANCE = 0.001f;
|
||||||
const float POSITION_TOLERANCE = 0.05f;
|
const float POSITION_TOLERANCE = 0.05f;
|
||||||
//const int TIME_MS_TOLERANCE = 3000;
|
|
||||||
|
|
||||||
if (!sendingPrims)
|
|
||||||
Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
|
|
||||||
|
|
||||||
if (IsChildAgent == false)
|
if (IsChildAgent == false)
|
||||||
{
|
{
|
||||||
|
@ -2435,7 +2411,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
|
if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
|
||||||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
|
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
|
||||||
!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
|
!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
|
||||||
//Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
|
|
||||||
{
|
{
|
||||||
SendTerseUpdateToAllClients();
|
SendTerseUpdateToAllClients();
|
||||||
|
|
||||||
|
@ -2443,7 +2418,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_lastPosition = m_pos;
|
m_lastPosition = m_pos;
|
||||||
m_lastRotation = Rotation;
|
m_lastRotation = Rotation;
|
||||||
m_lastVelocity = Velocity;
|
m_lastVelocity = Velocity;
|
||||||
//m_lastTerseSent = Environment.TickCount;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// followed suggestion from mic bowman. reversed the two lines below.
|
// followed suggestion from mic bowman. reversed the two lines below.
|
||||||
|
@ -3430,8 +3404,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// unsetting the elapsed callback should be enough to allow for cleanup however.
|
// unsetting the elapsed callback should be enough to allow for cleanup however.
|
||||||
// m_reprioritizationTimer.Dispose();
|
// m_reprioritizationTimer.Dispose();
|
||||||
|
|
||||||
SceneViewer.Close();
|
|
||||||
|
|
||||||
RemoveFromPhysicalScene();
|
RemoveFromPhysicalScene();
|
||||||
Animator.Close();
|
Animator.Close();
|
||||||
Animator = null;
|
Animator = null;
|
||||||
|
|
|
@ -1,251 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using OpenMetaverse;
|
|
||||||
using log4net;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Framework.Client;
|
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
|
||||||
using OpenSim.Region.Framework.Scenes.Types;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Framework.Scenes
|
|
||||||
{
|
|
||||||
public class SceneViewer : ISceneViewer
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Is this scene viewer enabled?
|
|
||||||
/// </summary>
|
|
||||||
private bool IsEnabled { get; set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The scene presence serviced by this viewer.
|
|
||||||
/// </summary>
|
|
||||||
protected ScenePresence m_presence;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The queue of parts for which we need to send out updates.
|
|
||||||
/// </summary>
|
|
||||||
protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The queue of objects for which we need to send out updates.
|
|
||||||
/// </summary>
|
|
||||||
protected Queue<SceneObjectGroup> m_pendingObjects;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The last update assocated with a given part update.
|
|
||||||
/// </summary>
|
|
||||||
protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
|
|
||||||
|
|
||||||
public SceneViewer(ScenePresence presence)
|
|
||||||
{
|
|
||||||
m_presence = presence;
|
|
||||||
IsEnabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void QueuePartForUpdate(SceneObjectPart part)
|
|
||||||
{
|
|
||||||
if (!IsEnabled)
|
|
||||||
return;
|
|
||||||
|
|
||||||
lock (m_partsUpdateQueue)
|
|
||||||
{
|
|
||||||
m_partsUpdateQueue.Enqueue(part);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SendPrimUpdates()
|
|
||||||
{
|
|
||||||
if (m_pendingObjects == null)
|
|
||||||
{
|
|
||||||
m_pendingObjects = new Queue<SceneObjectGroup>();
|
|
||||||
|
|
||||||
lock (m_pendingObjects)
|
|
||||||
{
|
|
||||||
EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
|
|
||||||
foreach (EntityBase e in entities)
|
|
||||||
{
|
|
||||||
if (e != null && e is SceneObjectGroup)
|
|
||||||
m_pendingObjects.Enqueue((SceneObjectGroup)e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
lock (m_pendingObjects)
|
|
||||||
{
|
|
||||||
// We must do this under lock so that we don't suffer a race condition if another thread closes the
|
|
||||||
// viewer
|
|
||||||
if (!IsEnabled)
|
|
||||||
return;
|
|
||||||
|
|
||||||
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
|
|
||||||
{
|
|
||||||
SceneObjectGroup g = m_pendingObjects.Dequeue();
|
|
||||||
// Yes, this can really happen
|
|
||||||
if (g == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// This is where we should check for draw distance
|
|
||||||
// do culling and stuff. Problem with that is that until
|
|
||||||
// we recheck in movement, that won't work right.
|
|
||||||
// So it's not implemented now.
|
|
||||||
//
|
|
||||||
|
|
||||||
// Don't even queue if we have sent this one
|
|
||||||
//
|
|
||||||
if (!m_updateTimes.ContainsKey(g.UUID))
|
|
||||||
g.ScheduleFullUpdateToAvatar(m_presence);
|
|
||||||
}
|
|
||||||
|
|
||||||
while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
|
|
||||||
{
|
|
||||||
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
|
|
||||||
|
|
||||||
if (part.ParentGroup.IsDeleted)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (m_updateTimes.ContainsKey(part.UUID))
|
|
||||||
{
|
|
||||||
ScenePartUpdate update = m_updateTimes[part.UUID];
|
|
||||||
|
|
||||||
// We deal with the possibility that two updates occur at
|
|
||||||
// the same unix time at the update point itself.
|
|
||||||
if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
|
|
||||||
{
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
|
|
||||||
// part.Name, part.UUID, part.TimeStampFull);
|
|
||||||
|
|
||||||
part.SendFullUpdate(m_presence.ControllingClient,
|
|
||||||
m_presence.GenerateClientFlags(part.UUID));
|
|
||||||
|
|
||||||
// We'll update to the part's timestamp rather than
|
|
||||||
// the current time to avoid the race condition
|
|
||||||
// whereby the next tick occurs while we are doing
|
|
||||||
// this update. If this happened, then subsequent
|
|
||||||
// updates which occurred on the same tick or the
|
|
||||||
// next tick of the last update would be ignored.
|
|
||||||
update.LastFullUpdateTime = part.TimeStampFull;
|
|
||||||
}
|
|
||||||
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
|
|
||||||
{
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
|
|
||||||
// part.Name, part.UUID, part.TimeStampTerse);
|
|
||||||
|
|
||||||
part.SendTerseUpdateToClient(m_presence.ControllingClient);
|
|
||||||
|
|
||||||
update.LastTerseUpdateTime = part.TimeStampTerse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//never been sent to client before so do full update
|
|
||||||
ScenePartUpdate update = new ScenePartUpdate();
|
|
||||||
update.FullID = part.UUID;
|
|
||||||
update.LastFullUpdateTime = part.TimeStampFull;
|
|
||||||
m_updateTimes.Add(part.UUID, update);
|
|
||||||
|
|
||||||
// Attachment handling
|
|
||||||
//
|
|
||||||
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
|
|
||||||
{
|
|
||||||
if (part != part.ParentGroup.RootPart)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
part.SendFullUpdate(m_presence.ControllingClient,
|
|
||||||
m_presence.GenerateClientFlags(part.UUID));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// public void Reset()
|
|
||||||
// {
|
|
||||||
// if (m_pendingObjects == null)
|
|
||||||
// return;
|
|
||||||
//
|
|
||||||
// lock (m_pendingObjects)
|
|
||||||
// {
|
|
||||||
// if (m_pendingObjects != null)
|
|
||||||
// {
|
|
||||||
// m_pendingObjects.Clear();
|
|
||||||
// m_pendingObjects = null;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
public void Close()
|
|
||||||
{
|
|
||||||
lock (m_pendingObjects)
|
|
||||||
{
|
|
||||||
// We perform this under the m_pendingObjects lock in order to avoid a race condition with another
|
|
||||||
// thread on SendPrimUpdates()
|
|
||||||
IsEnabled = false;
|
|
||||||
|
|
||||||
lock (m_updateTimes)
|
|
||||||
{
|
|
||||||
m_updateTimes.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
lock (m_partsUpdateQueue)
|
|
||||||
{
|
|
||||||
m_partsUpdateQueue.Clear();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public int GetPendingObjectsCount()
|
|
||||||
{
|
|
||||||
if (m_pendingObjects != null)
|
|
||||||
lock (m_pendingObjects)
|
|
||||||
return m_pendingObjects.Count;
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public class ScenePartUpdate
|
|
||||||
{
|
|
||||||
public UUID FullID;
|
|
||||||
public uint LastFullUpdateTime;
|
|
||||||
public uint LastTerseUpdateTime;
|
|
||||||
|
|
||||||
public ScenePartUpdate()
|
|
||||||
{
|
|
||||||
FullID = UUID.Zero;
|
|
||||||
LastFullUpdateTime = 0;
|
|
||||||
LastTerseUpdateTime = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
Loading…
Reference in New Issue