* Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time

* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
This commit is contained in:
John Hurliman
2009-10-15 15:25:02 -07:00
parent b1c93cd3b1
commit d44b50ee46
9 changed files with 255 additions and 68 deletions

View File

@@ -1193,15 +1193,6 @@ namespace OpenSim.Region.Framework.Scenes
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Perform delegate action on all clients subscribing to updates from this region.
/// </summary>
/// <returns></returns>
public void Broadcast(Action<IClientAPI> whatToDo)
{
ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
@@ -3048,17 +3039,13 @@ namespace OpenSim.Region.Framework.Scenes
}
m_eventManager.TriggerOnRemovePresence(agentID);
Broadcast(delegate(IClientAPI client)
{
try
{
client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
});
ForEachClient(
delegate(IClientAPI client)
{
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); }
catch (NullReferenceException) { }
});
ForEachScenePresence(
delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
@@ -3143,7 +3130,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
@@ -4211,7 +4198,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ForEachClient(Action<IClientAPI> action)
{
m_sceneGraph.ForEachClient(action);
ClientManager.ForEach(action);
}
public void ForEachSOG(Action<SceneObjectGroup> action)

View File

@@ -1107,23 +1107,6 @@ namespace OpenSim.Region.Framework.Scenes
return UUID.Zero;
}
protected internal void ForEachClient(Action<IClientAPI> action)
{
List<ScenePresence> splist = GetScenePresences();
foreach (ScenePresence presence in splist)
{
try
{
action(presence.ControllingClient);
}
catch (Exception e)
{
// Catch it and move on. This includes situations where splist has inconsistent info
m_log.WarnFormat("[SCENE]: Problem processing action in ForEachClient: ", e.Message);
}
}
}
protected internal void ForEachSOG(Action<SceneObjectGroup> action)
{
List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);

View File

@@ -853,16 +853,6 @@ if (m_shape != null) {
return m_offsetPosition + m_groupPosition; }
}
public UUID ObjectCreator
{
get { return _creatorID; }
}
public UUID ObjectOwner
{
get { return _ownerID; }
}
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
@@ -1440,7 +1430,7 @@ if (m_shape != null) {
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe._lastOwnerID = ObjectOwner;
dupe._lastOwnerID = OwnerID;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);

View File

@@ -2455,11 +2455,10 @@ namespace OpenSim.Region.Framework.Scenes
m_perfMonMS = Environment.TickCount;
Vector3 pos = m_pos;
Vector3 vel = Velocity;
Quaternion rot = m_bodyRot;
pos.Z -= m_appearance.HipOffset;
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
new Vector3(vel.X, vel.Y, vel.Z), rot, m_uuid);
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue),
LocalId, pos, Velocity, m_bodyRot, m_uuid);
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
m_scene.StatsReporter.AddAgentUpdates(1);
@@ -2473,7 +2472,7 @@ namespace OpenSim.Region.Framework.Scenes
{
m_perfMonMS = Environment.TickCount;
m_scene.Broadcast(SendTerseUpdateToClient);
m_scene.ForEachClient(SendTerseUpdateToClient);
m_lastVelocity = m_velocity;
lastPhysPos = AbsolutePosition;
@@ -2774,7 +2773,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_isChildAgent)
return;
m_scene.Broadcast(
m_scene.ForEachClient(
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId, objectIDs); });
}