now break several things at same time... sog/sop updates, threads options,...

This commit is contained in:
UbitUmarov
2018-12-28 13:52:59 +00:00
parent 0cf5876c45
commit 4a73cc81dc
25 changed files with 548 additions and 499 deletions

View File

@@ -68,22 +68,6 @@ namespace OpenSim.Region.Framework.Scenes
POSITION = 32768
}
// I don't really know where to put this except here.
// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
[Flags]
public enum ExtraParamType
{
Something1 = 1,
Something2 = 2,
Something3 = 4,
Something4 = 8,
Flexible = 16,
Light = 32,
Sculpt = 48,
Something5 = 64,
Something6 = 128
}
[Flags]
public enum TextureAnimFlags : byte
{
@@ -109,13 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
SCULPT = 7
}
public enum UpdateRequired : byte
{
NONE = 0,
TERSE = 1,
FULL = 2
}
#endregion Enumerations
public class SceneObjectPart : ISceneEntity
@@ -182,10 +159,13 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
return
!(SitTargetPosition == Vector3.Zero
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| (SitTargetOrientation.W == 0f && SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f ))); // Invalid Quaternion
// assume SitTargetOrientation is normalized (as needed elsewhere)
if( SitTargetPosition != Vector3.Zero ||
SitTargetOrientation.X != 0f ||
SitTargetOrientation.Y != 0f ||
SitTargetOrientation.Z != 0f)
return true;
return false;
}
}
@@ -1212,7 +1192,18 @@ namespace OpenSim.Region.Framework.Scenes
return a * b;
}
public UpdateRequired UpdateFlag { get; set; }
public PrimUpdateFlags UpdateFlag { get; set; }
public PrimUpdateFlags GetAndClearUpdateFlag()
{
lock(UpdateFlagLock)
{
PrimUpdateFlags ret = UpdateFlag;
UpdateFlag = PrimUpdateFlags.None;
return ret;
}
}
private object UpdateFlagLock = new object();
/// <summary>
@@ -1503,11 +1494,16 @@ namespace OpenSim.Region.Framework.Scenes
}
set
{
UUID old = m_collisionSound;
m_collisionSoundType = value;
if (value == -1)
m_collisionSound = invalidCollisionSoundUUID;
else if (value == 0)
m_collisionSound = UUID.Zero;
if(m_collisionSound != old && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
@@ -1516,6 +1512,7 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_collisionSound; }
set
{
UUID olds = m_collisionSound;
m_collisionSound = value;
if (value == invalidCollisionSoundUUID)
@@ -1525,13 +1522,24 @@ namespace OpenSim.Region.Framework.Scenes
else
m_collisionSoundType = 1;
if(m_collisionSound != olds && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public float CollisionSoundVolume
{
get { return m_collisionSoundVolume; }
set { m_collisionSoundVolume = value; }
set
{
float oldvalue = m_collisionSoundVolume;
if(value >= 0)
m_collisionSoundVolume = value;
else
m_collisionSoundVolume = 0.0f;
if(m_collisionSoundVolume != oldvalue && ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
public float Buoyancy
@@ -1884,7 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ClearUpdateSchedule()
{
lock(UpdateFlagLock)
UpdateFlag = UpdateRequired.NONE;
UpdateFlag = PrimUpdateFlags.None;
}
/// <summary>
@@ -3276,40 +3284,27 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
if (ParentGroup == null)
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
if (ParentGroup.Scene == null)
return;
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
ParentGroup.QueueForUpdateCheck(); // just in case
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
UpdateFlag |= PrimUpdateFlags.FullUpdate;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
}
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
/// <summary>
/// Schedule a terse update for this prim. Terse updates only send position,
/// rotation, velocity and rotational velocity information. WRONG!!!!
/// rotation, velocity and rotational velocity information.
/// </summary>
public void ScheduleTerseUpdate()
{
if (ParentGroup == null)
return;
if (ParentGroup.Scene == null)
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
ParentGroup.HasGroupChanged = true;
@@ -3317,28 +3312,47 @@ namespace OpenSim.Region.Framework.Scenes
if(ParentGroup.Scene.GetNumberOfClients() == 0)
return;
// This was pulled from SceneViewer. Attachments always receive full updates.
// This is needed because otherwise if only the root prim changes position, then
// it looks as if the entire object has moved (including the other prims).
if (ParentGroup.IsAttachment)
ParentGroup.QueueForUpdateCheck();
bool isfull = false;
lock (UpdateFlagLock)
{
ScheduleFullUpdate();
return;
if (ParentGroup.IsAttachment)
{
UpdateFlag |= PrimUpdateFlags.FullUpdate;
isfull = true;
}
else
UpdateFlag |= PrimUpdateFlags.TerseUpdate;
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, isfull);
}
public void ScheduleUpdate(PrimUpdateFlags update)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.Scene == null)
return;
ParentGroup.HasGroupChanged = true;
if (ParentGroup.Scene.GetNumberOfClients() == 0)
return;
ParentGroup.QueueForUpdateCheck();
lock(UpdateFlagLock)
{
if (UpdateFlag == UpdateRequired.NONE)
{
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
// UUID, Name);
bool isfull = false;
lock (UpdateFlagLock)
{
if (ParentGroup.IsAttachment)
{
UpdateFlag |= update | PrimUpdateFlags.FullUpdate;
isfull = true;
}
else
UpdateFlag |= update;
}
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, isfull);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
@@ -3364,7 +3378,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
}
}
else
@@ -3373,6 +3387,29 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected internal void SendFullUpdate(IClientAPI remoteClient, PrimUpdateFlags update)
{
if (ParentGroup == null)
return;
// m_log.DebugFormat(
// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
if (ParentGroup.IsAttachment)
{
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, update);
}
}
else
{
SendUpdateToClient(remoteClient, update);
}
}
/// <summary>
/// Send a full update for this part to all clients.
/// </summary>
@@ -3419,7 +3456,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.FullUpdate);
}
}
else
@@ -3469,136 +3506,109 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendScheduledUpdates(double now)
{
bool sendterse = false;
bool sendfull = false;
lock(UpdateFlagLock)
PrimUpdateFlags current;
lock (UpdateFlagLock)
{
switch (UpdateFlag)
current = UpdateFlag;
if (current == PrimUpdateFlags.None)
return;
if(current == PrimUpdateFlags.TerseUpdate)
{
case UpdateRequired.NONE:
break;
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
case UpdateRequired.TERSE:
sendterse = true;
while(true) // just to avoid ugly goto
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
while(true) // just to avoid ugly goto
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
break;
if (
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if(
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if (vx < 1e-4 &&
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if(vx < 1e-4 &&
vy < 1e-4 &&
vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break;
}
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
break;
break;
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
if (
ax < ANGVELOCITY_TOLERANCE &&
ay < ANGVELOCITY_TOLERANCE &&
az < ANGVELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
sendterse = false;
break;
}
if(sendterse)
{
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = curvel;
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
}
break;
case UpdateRequired.FULL:
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = now;
ClearUpdateSchedule();
sendfull = true;
break;
return;
}
}
}
if(sendterse)
{
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
if((current & PrimUpdateFlags.TerseUpdate) != 0)
{
SendTerseUpdateToClient(client);
});
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = now;
}
UpdateFlag = PrimUpdateFlags.None;
}
else if(sendfull)
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendFullUpdate(avatar.ControllingClient);
});
}
SendUpdateToClient(avatar.ControllingClient, current);
});
}
/// <summary>
@@ -3608,10 +3618,10 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup == null || ParentGroup.Scene == null)
return;
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
// Update the "last" values
m_lastPosition = AbsolutePosition;
@@ -3635,8 +3645,7 @@ namespace OpenSim.Region.Framework.Scenes
lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
UpdateFlag &= ~PrimUpdateFlags.TerseUpdate;
// Update the "last" values
m_lastPosition = AbsolutePosition;
@@ -3652,7 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
sp.SendAttachmentUpdate(this, PrimUpdateFlags.TerseUpdate);
}
}
else
@@ -3682,12 +3691,6 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
Buoyancy = fvalue;
/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
*/
}
public void SetDieAtEdge(bool p)
@@ -4085,7 +4088,8 @@ namespace OpenSim.Region.Framework.Scenes
GroupID = groupID;
// if (client != null)
// SendPropertiesToClient(client);
UpdateFlag = UpdateRequired.FULL;
lock(UpdateFlagLock)
UpdateFlag |= PrimUpdateFlags.FullUpdate;
}
/// <summary>
@@ -4273,8 +4277,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pos = GetWorldPosition();
Quaternion rot = GetWorldRotation();
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = rot;
AXrot.Normalize();
@@ -4645,7 +4647,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup.RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
if (Vector3.DistanceSquared(ParentGroup.RootPart.StatusSandboxPos, newPos) > 100)
{
ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
newPos = OffsetPosition;
@@ -5230,7 +5232,7 @@ namespace OpenSim.Region.Framework.Scenes
// Materials capable viewers can send a ObjectImage packet
// when nothing in TE has changed. MaterialID should be updated
// by the RenderMaterials CAP handler, so updating it here may cause a
// race condtion. Therefore, if no non-materials TE fields have changed,
// race condtion. Therefore, if no non-materials TE fields have not changed,
// we should ignore any changes and not update Shape.TextureEntry
bool otherFieldsChanged = false;
@@ -5279,7 +5281,7 @@ namespace OpenSim.Region.Framework.Scenes
}
if (changeFlags == 0)
return;
return;
m_shape.TextureEntry = newTex.GetBytes();
TriggerScriptChangedEvent(changeFlags);
ParentGroup.HasGroupChanged = true;
@@ -5412,6 +5414,21 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Public Methods
public void SendUpdateToClient(IClientAPI remoteClient, PrimUpdateFlags PrimUpdateFlags)
{
if (ParentGroup.IsDeleted)
return;
if (ParentGroup.IsAttachment &&
(ParentGroup.RootPart != this || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
return;
remoteClient.SendEntityUpdate(this, PrimUpdateFlags);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
if (ParentGroup.IsDeleted)
@@ -5424,10 +5441,7 @@ namespace OpenSim.Region.Framework.Scenes
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendEntityUpdate(
this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.TerseUpdate);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
@@ -5691,5 +5705,75 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.Building = true;
UpdatePrimFlags(wasUsingPhysics,wasTemporary,wasPhantom,makeVolumeDetect,false);
}
private object animsLock = new object();
public Dictionary<UUID, int> Animations = null;
public Dictionary<UUID, string> AnimationsNames = null;
public bool AddAnimation(UUID animId, string animName)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return false;
lock (animsLock)
{
if (Animations == null)
Animations = new Dictionary<UUID, int>(1);
if (AnimationsNames == null)
AnimationsNames = new Dictionary<UUID, string>(1);
if (Animations.ContainsKey(animId))
return false;
Animations[animId] = ParentGroup.Scene.NextObjectAnimationSequenceNumber;
AnimationsNames[animId] = animName;
ScheduleUpdate(PrimUpdateFlags.Animations);
}
return true;
}
public bool RemoveAnimation(UUID animId)
{
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return false;
lock (animsLock)
{
if (Animations == null)
return false;
if (Animations.ContainsKey(animId))
{
Animations.Remove(animId);
if(AnimationsNames!=null)
AnimationsNames.Remove(animId);
ScheduleUpdate(PrimUpdateFlags.Animations);
return true;
}
}
return false;
}
public int GetAnimations(out UUID[] ids, out int[] seqs)
{
ids = null;
seqs = null;
if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return -1;
lock (animsLock)
{
if (Animations == null)
return -1;
if(Animations.Count == 0)
return 0;
ids = new UUID[Animations.Count];
Animations.Keys.CopyTo(ids, 0);
seqs = new int[Animations.Count];
Animations.Values.CopyTo(seqs, 0);
return Animations.Count;
}
}
}
}