Merge branch 'dev_kitty' into dev

dsg
Huaiyu (Kitty) Liu 2011-01-25 11:15:13 -08:00
commit ea2dc04bac
8 changed files with 183 additions and 95 deletions

View File

@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ClientManager_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += ClientManager_OnSymmetricSyncStop;
}
@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void ClientManager_OnObjectCreate(EntityBase entity)
private void ClientManager_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{

View File

@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(PhysicsEngine_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += PhysicsEngine_OnSymmetricSyncStop;
}
@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void PhysicsEngine_OnObjectCreate(EntityBase entity)
private void PhysicsEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{

View File

@ -215,21 +215,27 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
return;
}
List<SceneObjectGroup> primUpdates;
List<ScenePresence> presenceUpdates;
List<SceneObjectGroup> primUpdates=null;
List<ScenePresence> presenceUpdates=null;
lock (m_updateSceneObjectPartLock)
if (m_primUpdates.Count > 0)
{
primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_primUpdates.Clear();
//m_presenceUpdates.Clear();
lock (m_updateSceneObjectPartLock)
{
primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_primUpdates.Clear();
//m_presenceUpdates.Clear();
}
}
lock (m_updateScenePresenceLock)
if (m_presenceUpdates.Count > 0)
{
presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_presenceUpdates.Clear();
lock (m_updateScenePresenceLock)
{
presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
m_presenceUpdates.Clear();
}
}
// This could be another thread for sending outgoing messages or just have the Queue functions
@ -238,18 +244,23 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
foreach (SceneObjectGroup sog in primUpdates)
if (primUpdates != null)
{
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
foreach (SceneObjectGroup sog in primUpdates)
{
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
{
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
}
}
}
/*
if(presenceUpdates!=null){
foreach (ScenePresence presence in presenceUpdates)
{
try
@ -291,7 +302,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
}
}
}}
* */
// Indicate that the current batch of updates has been completed
@ -415,6 +426,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
}
//Object updates are sent by enqueuing into each connector's outQueue.
private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
{
List<SyncConnector> syncConnectors = GetSyncConnectorsForObjectUpdates(sog);
@ -427,6 +439,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
//Events are send out right away, without being put into the connector's outQueue first.
//May need a better method for managing the outgoing messages (i.e. prioritizing object updates and events)
private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
{
List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
@ -784,8 +798,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
/// <summary>
/// This function will enqueue a message for each SyncConnector in the connector's outgoing queue.
/// Each SyncConnector has a SendLoop thread to send the messages in its outgoing queue.
/// This function will send out the sync message right away, without putting it into the SyncConnector's queue.
/// Should only be called for infrequent or high prority messages.
/// </summary>
/// <param name="msgType"></param>
/// <param name="data"></param>

View File

@ -82,7 +82,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScenePersistence_OnObjectCreateBySync);
}
//Called after AddRegion() has been called for all region modules of the scene.
@ -156,12 +157,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// ScenePersistence's actions upon an object is added to the local scene.
/// </summary>
private void ScenePersistence_OnObjectCreate(EntityBase entity)
private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
SceneObjectGroup sog = (SceneObjectGroup)entity;
//probably what we should do here is to set some variable sog.SyncToBackup to true, and sog.ProcessBackup will only run if that value is true,
//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
sog.AttachToBackup();
}
}

View File

@ -84,14 +84,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
//Register for Scene/SceneGraph events
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScriptEngine_OnObjectCreateBySync);
m_scene.EventManager.OnSymmetricSyncStop += ScriptEngine_OnSymmetricSyncStop;
//for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript.
//RegionSyncModule will capture a locally initiated OnUpdateScript event and publish it to other actors.
m_scene.EventManager.OnNewScript += ScriptEngine_OnNewScript;
m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript;
//m_scene.EventManager.OnUpdateScriptBySync += ScriptEngine_OnUpdateScript;
m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript;
m_scene.EventManager.OnAggregateScriptEvents += ScriptEngine_OnAggregateScriptEvents;
LogHeader += "-" + m_actorID + "-" + m_scene.RegionInfo.RegionName;
}
@ -166,7 +168,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Script Engine's action upon an object is added to the local scene
/// </summary>
private void ScriptEngine_OnObjectCreate(EntityBase entity)
private void ScriptEngine_OnObjectCreateBySync(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
@ -199,6 +201,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.SymSync_OnUpdateScript(agentID, itemID, primID, isScriptRunning, newAssetID);
}
public void ScriptEngine_OnAggregateScriptEvents(SceneObjectPart part)
{
part.aggregateScriptEvents();
}
#endregion //ScriptEngineSyncModule
}

View File

@ -2528,6 +2528,28 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public delegate void AggregateScriptEvents(SceneObjectPart part);
public event AggregateScriptEvents OnAggregateScriptEvents;
public void TriggerAggregateScriptEvents(SceneObjectPart part)
{
AggregateScriptEvents handlerAggregateScriptEvents = OnAggregateScriptEvents;
if (handlerAggregateScriptEvents != null)
{
foreach (AggregateScriptEvents d in handlerAggregateScriptEvents.GetInvocationList())
{
try
{
d(part);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerAggregateScriptEvents failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
//end of SYMMETRIC SYNC
}
}

View File

@ -47,6 +47,11 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ObjectDeleteDelegate(EntityBase obj);
//SYMMETRIC SYNC
public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
//end of SYMMETRIC SYNC
/// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time.
@ -64,6 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
public event ObjectCreateDelegate OnObjectCreate;
public event ObjectDeleteDelegate OnObjectRemove;
//SYMMETRIC SYNC
public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
//end of SYMMETRIC SYNC
#endregion
#region Fields
@ -1963,9 +1972,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//This is an object added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created
//locally.
//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
{
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
@ -2007,8 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
//if (attachToBackup)
// sceneObject.AttachToBackup();
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
//if (OnObjectCreate != null)
// OnObjectCreate(sceneObject);
if (OnObjectCreateBySync != null)
OnObjectCreateBySync(sceneObject);
lock (SceneObjectGroupsByFullID)
{

View File

@ -4962,6 +4962,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private Object propertyUpdateLock = new Object();
//!!!!!! -- TODO:
//!!!!!! -- We should call UpdateXXX functions to update each property, cause some of such updates involves sanity checking.
public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart)
@ -5005,72 +5007,96 @@ namespace OpenSim.Region.Framework.Scenes
//Otherwise, our timestamp is less up to date, update the prim with the received copy
Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Updated;
bool collisionSoundUpdated = false;
lock (propertyUpdateLock)
{
//See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart.
this.AllowedDrop = updatedPart.AllowedDrop;
this.CreatorID = updatedPart.CreatorID;
this.CreatorData = updatedPart.CreatorData;
this.FolderID = updatedPart.FolderID;
this.InventorySerial = updatedPart.InventorySerial;
this.TaskInventory = updatedPart.TaskInventory;
//Following two properties, UUID and LocalId, shall not be updated.
//this.UUID
//this.LocalId
this.Name = updatedPart.Name;
this.Material = updatedPart.Material;
this.PassTouches = updatedPart.PassTouches;
//RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region
//this.RegionHandle
this.ScriptAccessPin = updatedPart.ScriptAccessPin;
this.GroupPosition = updatedPart.GroupPosition;
this.OffsetPosition = updatedPart.OffsetPosition;
this.RotationOffset = updatedPart.RotationOffset;
this.Velocity = updatedPart.Velocity;
this.AngularVelocity = updatedPart.AngularVelocity;
this.Acceleration = updatedPart.Acceleration;
this.Description = updatedPart.Description;
this.Color = updatedPart.Color;
this.Text = updatedPart.Text;
this.SitName = updatedPart.SitName;
this.TouchName = updatedPart.TouchName;
this.LinkNum = updatedPart.LinkNum;
this.ClickAction = updatedPart.ClickAction;
this.Shape = updatedPart.Shape;
this.Scale = updatedPart.Scale;
this.UpdateFlag = updatedPart.UpdateFlag;
this.SitTargetOrientation = updatedPart.SitTargetOrientation;
this.SitTargetPosition = updatedPart.SitTargetPosition;
this.SitTargetPositionLL = updatedPart.SitTargetPositionLL;
this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL;
//ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties()
//this.ParentID;
this.CreationDate = updatedPart.CreationDate;
this.Category = updatedPart.Category;
this.SalePrice = updatedPart.SalePrice;
this.ObjectSaleType = updatedPart.ObjectSaleType;
this.OwnershipCost = updatedPart.OwnershipCost;
this.GroupID = updatedPart.GroupID;
this.OwnerID = updatedPart.OwnerID;
this.LastOwnerID = updatedPart.LastOwnerID;
this.BaseMask = updatedPart.BaseMask;
this.OwnerMask = updatedPart.OwnerMask;
this.GroupMask = updatedPart.GroupMask;
this.EveryoneMask = updatedPart.EveryoneMask;
this.NextOwnerMask = updatedPart.NextOwnerMask;
this.Flags = updatedPart.Flags;
this.CollisionSound = updatedPart.CollisionSound;
this.CollisionSoundVolume = updatedPart.CollisionSoundVolume;
this.MediaUrl = updatedPart.MediaUrl;
this.TextureAnimation = updatedPart.TextureAnimation;
this.ParticleSystem = updatedPart.ParticleSystem;
//See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart.
this.AllowedDrop = updatedPart.AllowedDrop;
this.CreatorID = updatedPart.CreatorID;
this.CreatorData = updatedPart.CreatorData;
this.FolderID = updatedPart.FolderID;
this.InventorySerial = updatedPart.InventorySerial;
this.TaskInventory = updatedPart.TaskInventory;
//Following two properties, UUID and LocalId, shall not be updated.
//this.UUID
//this.LocalId
this.Name = updatedPart.Name;
this.Material = updatedPart.Material;
this.PassTouches = updatedPart.PassTouches;
//RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region
//this.RegionHandle
this.ScriptAccessPin = updatedPart.ScriptAccessPin;
this.GroupPosition = updatedPart.GroupPosition;
this.OffsetPosition = updatedPart.OffsetPosition;
this.RotationOffset = updatedPart.RotationOffset;
this.Velocity = updatedPart.Velocity;
this.AngularVelocity = updatedPart.AngularVelocity;
this.Acceleration = updatedPart.Acceleration;
this.Description = updatedPart.Description;
this.Color = updatedPart.Color;
this.Text = updatedPart.Text;
this.SitName = updatedPart.SitName;
this.TouchName = updatedPart.TouchName;
this.LinkNum = updatedPart.LinkNum;
this.ClickAction = updatedPart.ClickAction;
this.Shape = updatedPart.Shape;
this.Scale = updatedPart.Scale;
this.UpdateFlag = updatedPart.UpdateFlag;
this.SitTargetOrientation = updatedPart.SitTargetOrientation;
this.SitTargetPosition = updatedPart.SitTargetPosition;
this.SitTargetPositionLL = updatedPart.SitTargetPositionLL;
this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL;
//ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties()
//this.ParentID;
this.CreationDate = updatedPart.CreationDate;
this.Category = updatedPart.Category;
this.SalePrice = updatedPart.SalePrice;
this.ObjectSaleType = updatedPart.ObjectSaleType;
this.OwnershipCost = updatedPart.OwnershipCost;
this.GroupID = updatedPart.GroupID;
this.OwnerID = updatedPart.OwnerID;
this.LastOwnerID = updatedPart.LastOwnerID;
this.BaseMask = updatedPart.BaseMask;
this.OwnerMask = updatedPart.OwnerMask;
this.GroupMask = updatedPart.GroupMask;
this.EveryoneMask = updatedPart.EveryoneMask;
this.NextOwnerMask = updatedPart.NextOwnerMask;
this.Flags = updatedPart.Flags;
//Update the timestamp and LastUpdatedByActorID first.
this.m_lastUpdateActorID = updatedPart.LastUpdateActorID;
this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp;
//We will update CollisionSound with special care so that it does not lead to ScheduleFullUpdate of this part, to make the actor think it just made an update and
//need to propogate that update to other actors.
//this.CollisionSound = updatedPart.CollisionSound;
collisionSoundUpdated = UpdateCollisionSound(updatedPart.CollisionSound);
this.CollisionSoundVolume = updatedPart.CollisionSoundVolume;
this.MediaUrl = updatedPart.MediaUrl;
this.TextureAnimation = updatedPart.TextureAnimation;
this.ParticleSystem = updatedPart.ParticleSystem;
//Update the timestamp and LastUpdatedByActorID first.
this.m_lastUpdateActorID = updatedPart.LastUpdateActorID;
this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp;
}
if (collisionSoundUpdated)
{
m_parentGroup.Scene.EventManager.TriggerAggregateScriptEvents(this);
}
return partUpdateResult;
}
private bool UpdateCollisionSound(UUID updatedCollisionSound)
{
if (this.CollisionSound != updatedCollisionSound)
{
m_collisionSound = updatedCollisionSound;
return true;
}
return false;
}
/// <summary>
/// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property).
/// NOTE: this is the same as the original SceneObjectPart.ScheduleFullUpdate().