560 lines
24 KiB
C#
560 lines
24 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using log4net;
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using System.IO;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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public class RegionSyncServerModule : IRegionModule, IRegionSyncServerModule, ICommandableModule
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{
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private static int DefaultPort = 13000;
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public static string ActorID = "XX";
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private static int PortUnknown = -1;
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private static string IPAddrUnknown = "";
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// If no syncConfig, do not start up server mode
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IConfig syncConfig = config.Configs["RegionSyncModule"];
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if (syncConfig == null)
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{
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scene.RegionSyncEnabled = false;
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m_active = false;
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m_log.Warn("[REGION SYNC SERVER MODULE] No RegionSyncModule config section found. Shutting down.");
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return;
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}
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// If syncConfig does not indicate "enabled", do not start up server mode
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bool enabled = syncConfig.GetBoolean("Enabled", true);
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if(!enabled)
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{
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scene.RegionSyncEnabled = false;
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m_active = false;
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m_log.Warn("[REGION SYNC SERVER MODULE] RegionSyncModule is not enabled. Shutting down.");
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return;
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}
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// get identifying actor ID whether in client or server mode
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ActorID = syncConfig.GetString("ActorID", "ZZ");
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// If syncConfig does not indicate "server", do not start up server mode
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//string mode = syncConfig.GetString("Mode", "server").ToLower();
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string mode = syncConfig.GetString("Mode", "").ToLower();
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if(mode != "server")
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{
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//scene.RegionSyncEnabled = false;
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m_active = false;
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m_log.WarnFormat("[REGION SYNC SERVER MODULE] RegionSyncModule is in {0} mode. Shutting down.", mode);
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return;
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}
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// Enable region sync in server mode on the scene and module
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scene.RegionSyncEnabled = true;
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scene.RegionSyncMode = mode;
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m_active = true;
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// Init the sync statistics log file
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string syncstats = "syncstats" + "_" + scene.RegionInfo.RegionName + ".txt";
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m_statsWriter = File.AppendText(syncstats);
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//Get sync server info for Client Manager actors
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//string serverAddr = scene.RegionInfo.RegionName + "_ServerIPAddress";
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//m_serveraddr = syncConfig.GetString(serverAddr, IPAddrUnknown);
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//string serverPort = scene.RegionInfo.RegionName + "_ServerPort";
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//m_serverport = syncConfig.GetInt(serverPort, PortUnknown);
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// Client manager load balancing
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m_maxClientsPerManager = syncConfig.GetInt("MaxClientsPerManager", 100);
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DefaultPort++;
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//Get sync server info for Script Engine actors
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string seServerAddr = scene.RegionInfo.RegionName + "_SceneToSESyncServerIP";
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m_seSyncServeraddr = syncConfig.GetString(seServerAddr, IPAddrUnknown);
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string seServerPort = scene.RegionInfo.RegionName + "_SceneToSESyncServerPort";
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m_seSyncServerport = syncConfig.GetInt(seServerPort, PortUnknown);
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DefaultPort++;
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//Get sync server info for Physics Engine actors
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string peServerAddr = scene.RegionInfo.RegionName + "_SceneToPESyncServerIP";
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m_peSyncServeraddr = syncConfig.GetString(peServerAddr, "127.0.0.1");
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string peServerPort = scene.RegionInfo.RegionName + "_SceneToPESyncServerPort";
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m_peSyncServerport = syncConfig.GetInt(peServerPort, DefaultPort);
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DefaultPort++;
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m_scene = scene;
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m_scene.RegisterModuleInterface<IRegionSyncServerModule>(this);
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// Setup the command line interface
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m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
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InstallInterfaces();
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//m_log.Warn("[REGION SYNC SERVER MODULE] Initialised");
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}
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public void PostInitialise()
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{
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if (!m_active)
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return;
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//m_scene.EventManager.OnObjectBeingRemovedFromScene += new EventManager.ObjectBeingRemovedFromScene(EventManager_OnObjectBeingRemovedFromScene);
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//m_scene.EventManager.OnAvatarEnteringNewParcel += new EventManager.AvatarEnteringNewParcel(EventManager_OnAvatarEnteringNewParcel);
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//m_scene.EventManager.OnClientMovement += new EventManager.ClientMovement(EventManager_OnClientMovement);
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//m_scene.EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(EventManager_OnLandObjectAdded);
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//m_scene.EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(EventManager_OnLandObjectRemoved);
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m_scene.EventManager.OnNewClient += new EventManager.OnNewClientDelegate(EventManager_OnNewClient);
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//m_scene.EventManager.OnNewPresence += new EventManager.OnNewPresenceDelegate(EventManager_OnNewPresence);
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m_scene.EventManager.OnRemovePresence += new EventManager.OnRemovePresenceDelegate(EventManager_OnRemovePresence);
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// Start the server and listen for RegionSyncClients
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m_serveraddr = m_scene.RegionInfo.AvatarSyncServerAddress;
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m_serverport = m_scene.RegionInfo.AvatarSyncServerPort;
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m_log.Debug("[REGION SYNC SERVER MODULE] to start server on " + m_serveraddr + ":" + m_serverport);
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if (!m_serveraddr.Equals(IPAddrUnknown) && m_serverport != PortUnknown)
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{
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m_log.Warn("[REGION SYNC SERVER MODULE] Starting RegionSyncServer");
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m_server = new RegionSyncServer(m_scene, m_serveraddr, m_serverport, m_maxClientsPerManager);
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m_server.Start();
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m_statsTimer.Elapsed += new System.Timers.ElapsedEventHandler(StatsTimerElapsed);
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m_statsTimer.Start();
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}
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m_peSyncServeraddr = m_scene.RegionInfo.PhysicsSyncServerAddress;
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m_peSyncServerport = m_scene.RegionInfo.PhysicsSyncServerPort;
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if (!m_peSyncServeraddr.Equals(IPAddrUnknown) && m_peSyncServerport != PortUnknown)
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{
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m_log.Warn("[REGION SYNC SERVER MODULE] Starting SceneToPhysEngineSyncServer");
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//Start the sync server for physics engines
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m_sceneToPESyncServer = new SceneToPhysEngineSyncServer(m_scene, m_peSyncServeraddr, m_peSyncServerport);
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m_sceneToPESyncServer.Start();
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}
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//m_log.Warn("[REGION SYNC SERVER MODULE] Post-Initialised");
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}
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private void StatsTimerElapsed(object source, System.Timers.ElapsedEventArgs e)
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{
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if (Synced)
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m_server.ReportStats(m_statsWriter);
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}
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void IRegionModule.Close()
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{
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m_scene = null;
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}
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public string Name
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{
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get { return "RegionSyncModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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//KittyL added
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//Later, should make quarkIDs the argument to the function call
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//public void SendResetScene()
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//{
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// m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.ResetScene, "reset"));
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//}
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#endregion
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#region ICommandableModule Members
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private readonly Commander m_commander = new Commander("sync");
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public ICommander CommandInterface
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{
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get { return m_commander; }
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}
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#endregion
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#region IRegionSyncServerModule members
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// Lock is used to synchronize access to the update status and both update queues
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private object m_updateLock = new object();
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private int m_sendingUpdates;
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//private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>();
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private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
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private System.Timers.Timer m_statsTimer = new System.Timers.Timer(1000);
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//private TextWriter m_statsWriter = File.AppendText("syncstats.txt");
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private TextWriter m_statsWriter;
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public void QueuePresenceForTerseUpdate(ScenePresence presence)
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{
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if (!Active || !Synced)
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return;
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lock (m_updateLock)
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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//m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
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}
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/// <summary>
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/// Send a teleport message out. This should only be called when teleporting within the same region.
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/// </summary>
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/// <param name="presence"></param>
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public void SendTeleportUpdate(ScenePresence presence)
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{
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if (!Active || !Synced)
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return;
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System.Threading.ThreadPool.QueueUserWorkItem(delegate
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{
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OSDMap data = new OSDMap(10);
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data["id"] = OSD.FromUUID(presence.UUID);
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// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
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if (presence.AbsolutePosition.IsFinite())
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data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
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else
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data["pos"] = OSD.FromVector3(Vector3.Zero);
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/*
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if (presence.Velocity.IsFinite())
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data["vel"] = OSD.FromVector3(presence.Velocity);
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else
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data["vel"] = OSD.FromVector3(Vector3.Zero);
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if (System.Single.IsNaN(presence.Rotation.X))
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data["rot"] = OSD.FromQuaternion(Quaternion.Identity);
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else
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data["rot"] = OSD.FromQuaternion(presence.Rotation);
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data["fly"] = OSD.FromBoolean(presence.Flying);
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data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
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data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
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// needed for a full update
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if (presence.ParentID != presence.lastSentParentID)
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{
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data["coll"] = OSD.FromVector4(presence.CollisionPlane);
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data["off"] = OSD.FromVector3(presence.OffsetPosition);
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data["pID"] = OSD.FromUInteger(presence.ParentID);
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presence.lastSentParentID = presence.ParentID;
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}
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* */
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.AvatarTeleportSameRegion, OSDParser.SerializeJsonString(data));
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m_server.Broadcast(rsm);
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});
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}
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public void SendUpdates()
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{
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if (!Active || !Synced)
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return;
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// Existing value of 1 indicates that updates are currently being sent so skip updates this pass
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if (Interlocked.Exchange(ref m_sendingUpdates, 1) == 1)
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{
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m_log.DebugFormat("[REGION SYNC SERVER MODULE] SendUpdates(): An update thread is already running.");
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return;
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}
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List<SceneObjectGroup> primUpdates;
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List<ScenePresence> presenceUpdates;
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lock (m_updateLock)
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{
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//primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
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presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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//m_primUpdates.Clear();
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m_presenceUpdates.Clear();
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}
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// This could be another thread for sending outgoing messages or just have the Queue functions
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// create and queue the messages directly into the outgoing server thread.
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System.Threading.ThreadPool.QueueUserWorkItem(delegate
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{
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// Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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foreach (ScenePresence presence in presenceUpdates)
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{
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try
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{
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if (!presence.IsDeleted)
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{
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OSDMap data = new OSDMap(10);
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data["id"] = OSD.FromUUID(presence.UUID);
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// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
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if(presence.AbsolutePosition.IsFinite())
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data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
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else
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data["pos"] = OSD.FromVector3(Vector3.Zero);
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if(presence.Velocity.IsFinite())
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data["vel"] = OSD.FromVector3(presence.Velocity);
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else
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data["vel"] = OSD.FromVector3(Vector3.Zero);
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if(System.Single.IsNaN(presence.Rotation.X))
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data["rot"] = OSD.FromQuaternion(Quaternion.Identity);
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else
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data["rot"] = OSD.FromQuaternion(presence.Rotation);
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data["fly"] = OSD.FromBoolean(presence.Flying);
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data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
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data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
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// needed for a full update
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if (presence.ParentID != presence.lastSentParentID)
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{
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data["coll"] = OSD.FromVector4(presence.CollisionPlane);
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data["off"] = OSD.FromVector3(presence.OffsetPosition);
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data["pID"] = OSD.FromUInteger(presence.ParentID);
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presence.lastSentParentID = presence.ParentID;
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}
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
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m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[REGION SYNC SERVER MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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}
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}
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// Indicate that the current batch of updates has been completed
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Interlocked.Exchange(ref m_sendingUpdates, 0);
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});
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}
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private Dictionary<UUID, System.Threading.Timer> m_appearanceTimers = new Dictionary<UUID, Timer>();
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public void SendAppearance(UUID agentID)
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{
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OSDMap data = new OSDMap(1);
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data["id"] = OSDUUID.FromUUID(agentID);
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m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.AvatarAppearance, OSDParser.SerializeJsonString(data)));
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}
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public void SendAnimations(UUID agentID, UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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{
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OSDMap data = new OSDMap();
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data["agentID"] = OSD.FromUUID(agentID);
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OSDArray animatA = new OSDArray();
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foreach (UUID uu in animations) animatA.Add(OSD.FromUUID(uu));
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data["animations"] = animatA;
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OSDArray seqsA = new OSDArray();
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foreach (int ss in seqs) seqsA.Add(OSD.FromInteger(ss));
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data["seqs"] = seqsA;
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data["sourceAgentID"] = OSD.FromUUID(sourceAgentId);
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OSDArray obIDA = new OSDArray();
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foreach (UUID ii in objectIDs) obIDA.Add(OSD.FromUUID(ii));
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data["objectIDs"] = obIDA;
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// m_log.DebugFormat("[REGION SYNC SERVER MODULE] Broadcast animations for {0}", agentID.ToString());
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.SendAnimations, OSDParser.SerializeJsonString(data));
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m_server.Broadcast(rsm);
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// m_clientView.Send(rsm);
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}
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public bool Active
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{
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get { return m_active; }
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}
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// Check if the sync server module is connected to any clients (KittyL: edited for testing if connected to any actors)
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public bool Synced
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{
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get
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{
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if (m_server == null || !m_server.Synced)
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//if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
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return false;
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return true;
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}
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}
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/*
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public void SendLoadWorldMap(ITerrainChannel heightMap)
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{
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RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.Terrain, m_scene.Heightmap.SaveToXmlString());
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if(m_server!=null)
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m_server.Broadcast(msg);
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}
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* */
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#endregion
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#region RegionSyncServerModule members
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private bool m_active = true;
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private string m_serveraddr;
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private int m_serverport;
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private int m_maxClientsPerManager;
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private Scene m_scene;
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//private IClientAPI m_clientAggregator;
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private ILog m_log;
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//private int m_moveCounter = 0;
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private RegionSyncServer m_server = null;
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//Sync-server for script engines
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private string m_seSyncServeraddr;
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private int m_seSyncServerport;
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//private SceneToScriptEngineSyncServer m_sceneToSESyncServer = null;
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//Sync-server for physics engines
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private string m_peSyncServeraddr;
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private int m_peSyncServerport;
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private SceneToPhysEngineSyncServer m_sceneToPESyncServer = null;
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//a boolean variable to indicate in symmetric sync is configured
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//private bool m_symsync = false;
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#endregion
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#region Event Handlers
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// A ficticious event
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public void Scene_AddNewPrim(SceneObjectGroup sog)
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{
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if (!Synced)
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return;
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}
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private void EventManager_OnNewPresence(ScenePresence presence)
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{
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if (!Synced)
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return;
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m_log.WarnFormat("[REGION SYNC SERVER MODULE] (OneNewPresence) \"{0}\"", presence.Name);
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}
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private void EventManager_OnNewClient(IClientAPI client)
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{
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if (!Synced)
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return;
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m_log.WarnFormat("[REGION SYNC SERVER MODULE] Agent \"{0}\" {1} has joined the scene", client.FirstName + " " + client.LastName, client.AgentId.ToString());
|
|
// Let the client managers know that a new agent has connected
|
|
OSDMap data = new OSDMap(1);
|
|
data["agentID"] = OSD.FromUUID(client.AgentId);
|
|
data["localID"] = OSD.FromUInteger(m_scene.GetScenePresence(client.AgentId).LocalId);
|
|
data["first"] = OSD.FromString(client.FirstName);
|
|
data["last"] = OSD.FromString(client.LastName);
|
|
data["startPos"] = OSD.FromVector3(client.StartPos);
|
|
m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.NewAvatar, OSDParser.SerializeJsonString(data)));
|
|
}
|
|
|
|
private void EventManager_OnRemovePresence(UUID agentID)
|
|
{
|
|
if (!Synced)
|
|
return;
|
|
/*
|
|
ScenePresence avatar;
|
|
if (m_scene.TryGetScenePresence(agentID, out avatar))
|
|
{
|
|
m_log.WarnFormat("[REGION SYNC SERVER MODULE] Avatar \"{0}\" {1} {2} has left the scene", avatar.Firstname + " " + avatar.Lastname, agentID.ToString(), avatar.UUID.ToString());
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[REGION SYNC SERVER MODULE] Avatar \"unknown\" has left the scene");
|
|
}
|
|
* */
|
|
OSDMap data = new OSDMap();
|
|
data["agentID"] = OSD.FromUUID(agentID);
|
|
m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.RemovedAvatar, OSDParser.SerializeJsonString(data)));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Console Command Interface
|
|
private void InstallInterfaces()
|
|
{
|
|
Command cmdSyncStatus = new Command("status", CommandIntentions.COMMAND_HAZARDOUS, SyncStatus, "Reports current status of the RegionSyncServer.");
|
|
Command cmdBalanceClients = new Command("balance", CommandIntentions.COMMAND_HAZARDOUS, BalanceClients, "Balance client load across available client managers.");
|
|
m_commander.RegisterCommand("status", cmdSyncStatus);
|
|
m_commander.RegisterCommand("balance", cmdBalanceClients);
|
|
|
|
lock (m_scene)
|
|
{
|
|
// Add this to our scene so scripts can call these functions
|
|
m_scene.RegisterModuleCommander(m_commander);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Processes commandline input. Do not call directly.
|
|
/// </summary>
|
|
/// <param name="args">Commandline arguments</param>
|
|
private void EventManager_OnPluginConsole(string[] args)
|
|
{
|
|
if (args[0] == "sync")
|
|
{
|
|
if (args.Length == 1)
|
|
{
|
|
m_commander.ProcessConsoleCommand("help", new string[0]);
|
|
return;
|
|
}
|
|
|
|
string[] tmpArgs = new string[args.Length - 2];
|
|
int i;
|
|
for (i = 2; i < args.Length; i++)
|
|
tmpArgs[i - 2] = args[i];
|
|
|
|
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
|
|
}
|
|
}
|
|
|
|
private void SyncStatus(Object[] args)
|
|
{
|
|
if (Synced)
|
|
m_server.ReportStatus();
|
|
else
|
|
m_log.Error("No RegionSyncClients connected");
|
|
}
|
|
|
|
private void BalanceClients(Object[] args)
|
|
{
|
|
if (Synced)
|
|
m_server.BalanceClients();
|
|
else
|
|
m_log.Error("No RegionSyncClients connected");
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
}
|