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authorMike Mazur2008-10-14 09:40:05 +0000
committerMike Mazur2008-10-14 09:40:05 +0000
commit3e124a3dba8ead76701a88dedeb23288d3027014 (patch)
tree5782de0c94307f6e7b89d66c5936e15d119b8d0b /OpenSim/Region
parent- move comment about assetID and 'attached' in inventory where it belongs (diff)
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- convert comments into documentation
- minor formatting adjustments - remove some trailing whitespace
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs78
1 files changed, 40 insertions, 38 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 51a269a..b69520c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -60,11 +60,9 @@ namespace OpenSim.Region.Environment.Scenes
60 public delegate void SynchronizeSceneHandler(Scene scene); 60 public delegate void SynchronizeSceneHandler(Scene scene);
61 public SynchronizeSceneHandler SynchronizeScene = null; 61 public SynchronizeSceneHandler SynchronizeScene = null;
62 public int splitID = 0; 62 public int splitID = 0;
63
64 63
65 #region Fields 64 #region Fields
66 65
67
68 protected Timer m_restartWaitTimer = new Timer(); 66 protected Timer m_restartWaitTimer = new Timer();
69 67
70 protected SimStatsReporter m_statsReporter; 68 protected SimStatsReporter m_statsReporter;
@@ -84,8 +82,6 @@ namespace OpenSim.Region.Environment.Scenes
84 82
85 private int m_timePhase = 24; 83 private int m_timePhase = 24;
86 84
87
88
89 /// <summary> 85 /// <summary>
90 /// Are we applying physics to any of the prims in this scene? 86 /// Are we applying physics to any of the prims in this scene?
91 /// </summary> 87 /// </summary>
@@ -262,7 +258,7 @@ namespace OpenSim.Region.Environment.Scenes
262 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) 258 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
263 { 259 {
264 m_config = config; 260 m_config = config;
265 261
266 m_moduleLoader = moduleLoader; 262 m_moduleLoader = moduleLoader;
267 m_authenticateHandler = authen; 263 m_authenticateHandler = authen;
268 CommsManager = commsMan; 264 CommsManager = commsMan;
@@ -280,7 +276,7 @@ namespace OpenSim.Region.Environment.Scenes
280 276
281 m_eventManager = new EventManager(); 277 m_eventManager = new EventManager();
282 m_externalChecks = new SceneExternalChecks(this); 278 m_externalChecks = new SceneExternalChecks(this);
283 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 279 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
284 280
285 // Load region settings 281 // Load region settings
286 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 282 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
@@ -349,18 +345,21 @@ namespace OpenSim.Region.Environment.Scenes
349 return m_simulatorVersion; 345 return m_simulatorVersion;
350 } 346 }
351 347
348 /// <summary>
349 /// Another region is up. Gets called from Grid Comms:
350 /// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
351 /// We have to tell all our ScenePresences about it, and add it to the
352 /// neighbor list.
353 ///
354 /// We only add it to the neighbor list if it's within 1 region from here.
355 /// Agents may have draw distance values that cross two regions though, so
356 /// we add it to the notify list regardless of distance. We'll check
357 /// the agent's draw distance before notifying them though.
358 /// </summary>
359 /// <param name="otherRegion">RegionInfo handle for the new region.</param>
360 /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
352 public override bool OtherRegionUp(RegionInfo otherRegion) 361 public override bool OtherRegionUp(RegionInfo otherRegion)
353 { 362 {
354 // Another region is up.
355 // Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
356 // We have to tell all our ScenePresences about it..
357 // and add it to the neighbor list.
358
359 // We only add it to the neighbor list if it's within 1 region from here.
360 // Agents may have draw distance values that cross two regions though, so
361 // we add it to the notify list regardless of distance.
362 // We'll check the agent's draw distance before notifying them though.
363
364 if (RegionInfo.RegionHandle != otherRegion.RegionHandle) 363 if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
365 { 364 {
366 for (int i = 0; i < m_neighbours.Count; i++) 365 for (int i = 0; i < m_neighbours.Count; i++)
@@ -391,8 +390,8 @@ namespace OpenSim.Region.Environment.Scenes
391 //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString()); 390 //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
392 } 391 }
393 } 392 }
394 // If these are cast to INT because long + negative values + abs returns invalid data
395 393
394 // If these are cast to INT because long + negative values + abs returns invalid data
396 int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX); 395 int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
397 int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY); 396 int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
398 if (resultX <= 1 && resultY <= 1) 397 if (resultX <= 1 && resultY <= 1)
@@ -428,7 +427,6 @@ namespace OpenSim.Region.Environment.Scenes
428 return true; 427 return true;
429 } 428 }
430 429
431 // Given float seconds, this will restart the region.
432 public void AddNeighborRegion(RegionInfo region) 430 public void AddNeighborRegion(RegionInfo region)
433 { 431 {
434 lock (m_neighbours) 432 lock (m_neighbours)
@@ -457,6 +455,10 @@ namespace OpenSim.Region.Environment.Scenes
457 return found; 455 return found;
458 } 456 }
459 457
458 /// <summary>
459 /// Given float seconds, this will restart the region.
460 /// </summary>
461 /// <param name="seconds">float indicating duration before restart.</param>
460 public virtual void Restart(float seconds) 462 public virtual void Restart(float seconds)
461 { 463 {
462 // notifications are done in 15 second increments 464 // notifications are done in 15 second increments
@@ -853,7 +855,7 @@ namespace OpenSim.Region.Environment.Scenes
853 } 855 }
854 maintc = System.Environment.TickCount - maintc; 856 maintc = System.Environment.TickCount - maintc;
855 maintc = (int)(m_timespan * 1000) - maintc; 857 maintc = (int)(m_timespan * 1000) - maintc;
856 858
857 if ((maintc < (m_timespan * 1000)) && maintc > 0) 859 if ((maintc < (m_timespan * 1000)) && maintc > 0)
858 Thread.Sleep(maintc); 860 Thread.Sleep(maintc);
859 } 861 }
@@ -1916,9 +1918,9 @@ namespace OpenSim.Region.Environment.Scenes
1916 } 1918 }
1917 1919
1918 /// <summary> 1920 /// <summary>
1919 /// Move the given scene object into a new region depending on which region its absolute position has moved 1921 /// Move the given scene object into a new region depending on which region its absolute position has moved
1920 /// into. 1922 /// into.
1921 /// 1923 ///
1922 /// This method locates the new region handle and offsets the prim position for the new region 1924 /// This method locates the new region handle and offsets the prim position for the new region
1923 /// </summary> 1925 /// </summary>
1924 /// <param name="attemptedPosition">the attempted out of region position of the scene object</param> 1926 /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
@@ -1943,7 +1945,7 @@ namespace OpenSim.Region.Environment.Scenes
1943 } 1945 }
1944 return; 1946 return;
1945 } 1947 }
1946 1948
1947 int thisx = (int)RegionInfo.RegionLocX; 1949 int thisx = (int)RegionInfo.RegionLocX;
1948 int thisy = (int)RegionInfo.RegionLocY; 1950 int thisy = (int)RegionInfo.RegionLocY;
1949 1951
@@ -1953,14 +1955,14 @@ namespace OpenSim.Region.Environment.Scenes
1953 if (attemptedPosition.X > Constants.RegionSize + 0.1f) 1955 if (attemptedPosition.X > Constants.RegionSize + 0.1f)
1954 { 1956 {
1955 pos.X = ((pos.X - Constants.RegionSize)); 1957 pos.X = ((pos.X - Constants.RegionSize));
1956 newRegionHandle 1958 newRegionHandle
1957 = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); 1959 = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
1958 // x + 1 1960 // x + 1
1959 } 1961 }
1960 else if (attemptedPosition.X < -0.1f) 1962 else if (attemptedPosition.X < -0.1f)
1961 { 1963 {
1962 pos.X = ((pos.X + Constants.RegionSize)); 1964 pos.X = ((pos.X + Constants.RegionSize));
1963 newRegionHandle 1965 newRegionHandle
1964 = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); 1966 = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
1965 // x - 1 1967 // x - 1
1966 } 1968 }
@@ -1968,14 +1970,14 @@ namespace OpenSim.Region.Environment.Scenes
1968 if (attemptedPosition.Y > Constants.RegionSize + 0.1f) 1970 if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
1969 { 1971 {
1970 pos.Y = ((pos.Y - Constants.RegionSize)); 1972 pos.Y = ((pos.Y - Constants.RegionSize));
1971 newRegionHandle 1973 newRegionHandle
1972 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize)); 1974 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
1973 // y + 1 1975 // y + 1
1974 } 1976 }
1975 else if (attemptedPosition.Y < -0.1f) 1977 else if (attemptedPosition.Y < -0.1f)
1976 { 1978 {
1977 pos.Y = ((pos.Y + Constants.RegionSize)); 1979 pos.Y = ((pos.Y + Constants.RegionSize));
1978 newRegionHandle 1980 newRegionHandle
1979 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize)); 1981 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
1980 // y - 1 1982 // y - 1
1981 } 1983 }
@@ -1986,8 +1988,8 @@ namespace OpenSim.Region.Environment.Scenes
1986 1988
1987 // If we fail to cross the border, then reset the position of the scene object on that border. 1989 // If we fail to cross the border, then reset the position of the scene object on that border.
1988 if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp)) 1990 if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp))
1989 { 1991 {
1990 grp.OffsetForNewRegion(oldGroupPosition); 1992 grp.OffsetForNewRegion(oldGroupPosition);
1991 } 1993 }
1992 } 1994 }
1993 1995
@@ -1995,16 +1997,16 @@ namespace OpenSim.Region.Environment.Scenes
1995 /// Move the given scene object into a new region 1997 /// Move the given scene object into a new region
1996 /// </summary> 1998 /// </summary>
1997 /// <param name="newRegionHandle"></param> 1999 /// <param name="newRegionHandle"></param>
1998 /// <param name="grp">Scene Object Group that we're crossing</param> 2000 /// <param name="grp">Scene Object Group that we're crossing</param>
1999 /// <returns> 2001 /// <returns>
2000 /// true if the crossing itself was successful, false on failure 2002 /// true if the crossing itself was successful, false on failure
2001 /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region 2003 /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
2002 /// </returns> 2004 /// </returns>
2003 public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp) 2005 public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp)
2004 { 2006 {
2005 bool successYN = false; 2007 bool successYN = false;
2006 int primcrossingXMLmethod = 0; 2008 int primcrossingXMLmethod = 0;
2007 2009
2008 if (newRegionHandle != 0) 2010 if (newRegionHandle != 0)
2009 { 2011 {
2010 successYN 2012 successYN
@@ -2021,7 +2023,7 @@ namespace OpenSim.Region.Environment.Scenes
2021 catch (Exception e) 2023 catch (Exception e)
2022 { 2024 {
2023 m_log.ErrorFormat( 2025 m_log.ErrorFormat(
2024 "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}", 2026 "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
2025 grp, e); 2027 grp, e);
2026 } 2028 }
2027 } 2029 }
@@ -2034,7 +2036,7 @@ namespace OpenSim.Region.Environment.Scenes
2034 grp.RootPart.PhysActor.CrossingFailure(); 2036 grp.RootPart.PhysActor.CrossingFailure();
2035 } 2037 }
2036 } 2038 }
2037 2039
2038 m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp); 2040 m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
2039 } 2041 }
2040 } 2042 }
@@ -2042,7 +2044,7 @@ namespace OpenSim.Region.Environment.Scenes
2042 { 2044 {
2043 m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()"); 2045 m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
2044 } 2046 }
2045 2047
2046 return successYN; 2048 return successYN;
2047 } 2049 }
2048 2050
@@ -2300,7 +2302,7 @@ namespace OpenSim.Region.Environment.Scenes
2300 2302
2301 m_log.DebugFormat("gesture : {0} ", gestureId.ToString()); 2303 m_log.DebugFormat("gesture : {0} ", gestureId.ToString());
2302 } 2304 }
2303 2305
2304 /// <summary> 2306 /// <summary>
2305 /// Teleport an avatar to their home region 2307 /// Teleport an avatar to their home region
2306 /// </summary> 2308 /// </summary>
@@ -2325,7 +2327,7 @@ namespace OpenSim.Region.Environment.Scenes
2325 return; 2327 return;
2326 } 2328 }
2327 RequestTeleportLocation( 2329 RequestTeleportLocation(
2328 client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt, 2330 client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
2329 (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome)); 2331 (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
2330 } 2332 }
2331 } 2333 }
@@ -3929,7 +3931,7 @@ namespace OpenSim.Region.Environment.Scenes
3929 // } 3931 // }
3930 3932
3931 /// <summary> 3933 /// <summary>
3932 /// Get a named prim contained in this scene (will return the first 3934 /// Get a named prim contained in this scene (will return the first
3933 /// found, if there are more than one prim with the same name) 3935 /// found, if there are more than one prim with the same name)
3934 /// </summary> 3936 /// </summary>
3935 /// <param name="name"></param> 3937 /// <param name="name"></param>