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authorMic Bowman2011-02-22 13:23:54 -0800
committerMic Bowman2011-02-22 13:23:54 -0800
commit5a16fa882c0f1a6200bc3fdb63b0f4564acf0e6d (patch)
tree0021a13a22e089fd373619f3f636199fb636ce95 /OpenSim/Region
parentGetRegion(s)ByName with SQLite behaves like it does with other databases. (diff)
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Parameterizes the view distance used to compute and manage
child agents in neighbor regions. This means you can extend the view on a simulator beyond the default 3x3 regions. This uses a region default draw distance and should be replaced at some point by the avatar specified draw distance. That will require more careful, dynamic recomputation of child agents every time the draw distance changes. WARNING: this is experimental and has known instabilities. specifically all regions "within site" should be running the same default draw distance or agents will not be closed correctly.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs24
4 files changed, 56 insertions, 18 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 98aa563..95c771e 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
318 agentCircuit.Id0 = currentAgentCircuit.Id0; 318 agentCircuit.Id0 = currentAgentCircuit.Id0;
319 } 319 }
320 320
321 if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY)) 321 if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
322 { 322 {
323 // brand new agent, let's create a new caps seed 323 // brand new agent, let's create a new caps seed
324 agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); 324 agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
@@ -336,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
336 // OK, it got this agent. Let's close some child agents 336 // OK, it got this agent. Let's close some child agents
337 sp.CloseChildAgents(newRegionX, newRegionY); 337 sp.CloseChildAgents(newRegionX, newRegionY);
338 IClientIPEndpoint ipepClient; 338 IClientIPEndpoint ipepClient;
339 if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY)) 339 if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
340 { 340 {
341 //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); 341 //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
342 #region IP Translation for NAT 342 #region IP Translation for NAT
@@ -447,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
447 447
448 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 448 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
449 449
450 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 450 if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
451 { 451 {
452 Thread.Sleep(5000); 452 Thread.Sleep(5000);
453 sp.Close(); 453 sp.Close();
@@ -521,14 +521,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
521 return region; 521 return region;
522 } 522 }
523 523
524 protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY) 524 protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
525 { 525 {
526 return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY); 526 return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
527 } 527 }
528 528
529 protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg) 529 protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
530 { 530 {
531 return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY); 531 return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
532 } 532 }
533 533
534 protected virtual bool IsOutsideRegion(Scene s, Vector3 pos) 534 protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
@@ -1045,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1045 1045
1046 if (m_regionInfo != null) 1046 if (m_regionInfo != null)
1047 { 1047 {
1048 neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); 1048 neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
1049 } 1049 }
1050 else 1050 else
1051 { 1051 {
@@ -1272,8 +1272,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1272 /// <param name="pRegionLocX"></param> 1272 /// <param name="pRegionLocX"></param>
1273 /// <param name="pRegionLocY"></param> 1273 /// <param name="pRegionLocY"></param>
1274 /// <returns></returns> 1274 /// <returns></returns>
1275 protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY) 1275 protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
1276 { 1276 {
1277 Scene pScene = avatar.Scene;
1277 RegionInfo m_regionInfo = pScene.RegionInfo; 1278 RegionInfo m_regionInfo = pScene.RegionInfo;
1278 1279
1279 Border[] northBorders = pScene.NorthBorders.ToArray(); 1280 Border[] northBorders = pScene.NorthBorders.ToArray();
@@ -1281,10 +1282,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1281 Border[] eastBorders = pScene.EastBorders.ToArray(); 1282 Border[] eastBorders = pScene.EastBorders.ToArray();
1282 Border[] westBorders = pScene.WestBorders.ToArray(); 1283 Border[] westBorders = pScene.WestBorders.ToArray();
1283 1284
1284 // Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement. 1285 // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
1286 // clear what should be done with a "far view" given that megaregions already extended the
1287 // view to include everything in the megaregion
1285 if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1) 1288 if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
1286 { 1289 {
1287 return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID); 1290 int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
1291
1292 int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
1293 int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
1294
1295 int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
1296 int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
1297
1298 List<GridRegion> neighbours =
1299 avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
1300
1301 neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
1302 return neighbours;
1288 } 1303 }
1289 else 1304 else
1290 { 1305 {
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 35dcd95..79e76b4 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -130,9 +130,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
130 return region; 130 return region;
131 } 131 }
132 132
133 protected override bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg) 133 protected override bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
134 { 134 {
135 if (base.NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 135 if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
136 return true; 136 return true;
137 137
138 int flags = m_aScene.GridService.GetRegionFlags(m_aScene.RegionInfo.ScopeID, reg.RegionID); 138 int flags = m_aScene.GridService.GetRegionFlags(m_aScene.RegionInfo.ScopeID, reg.RegionID);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ee1e0be..7def7e9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -83,6 +83,13 @@ namespace OpenSim.Region.Framework.Scenes
83 public bool m_useFlySlow; 83 public bool m_useFlySlow;
84 public bool m_usePreJump; 84 public bool m_usePreJump;
85 public bool m_seeIntoRegionFromNeighbor; 85 public bool m_seeIntoRegionFromNeighbor;
86
87 protected float m_defaultDrawDistance = 255.0f;
88 public float DefaultDrawDistance
89 {
90 get { return m_defaultDrawDistance; }
91 }
92
86 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
87 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
88 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
@@ -627,6 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
627 // 634 //
628 IConfig startupConfig = m_config.Configs["Startup"]; 635 IConfig startupConfig = m_config.Configs["Startup"];
629 636
637 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
638
630 //Animation states 639 //Animation states
631 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 640 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
632 // TODO: Change default to true once the feature is supported 641 // TODO: Change default to true once the feature is supported
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 51b8dcc..9e9481e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -626,7 +626,7 @@ namespace OpenSim.Region.Framework.Scenes
626 Utils.LongToUInts(handle, out x, out y); 626 Utils.LongToUInts(handle, out x, out y);
627 x = x / Constants.RegionSize; 627 x = x / Constants.RegionSize;
628 y = y / Constants.RegionSize; 628 y = y / Constants.RegionSize;
629 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 629 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
630 { 630 {
631 old.Add(handle); 631 old.Add(handle);
632 } 632 }
@@ -700,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
700 700
701 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 701 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
702 { 702 {
703 m_DrawDistance = world.DefaultDrawDistance;
703 m_rootRegionHandle = reginfo.RegionHandle; 704 m_rootRegionHandle = reginfo.RegionHandle;
704 m_controllingClient = client; 705 m_controllingClient = client;
705 m_firstname = m_controllingClient.FirstName; 706 m_firstname = m_controllingClient.FirstName;
@@ -1279,7 +1280,11 @@ namespace OpenSim.Region.Framework.Scenes
1279 m_CameraUpAxis = agentData.CameraUpAxis; 1280 m_CameraUpAxis = agentData.CameraUpAxis;
1280 1281
1281 // The Agent's Draw distance setting 1282 // The Agent's Draw distance setting
1282 m_DrawDistance = agentData.Far; 1283 // When we get to the point of re-computing neighbors everytime this
1284 // changes, then start using the agent's drawdistance rather than the
1285 // region's draw distance.
1286 // m_DrawDistance = agentData.Far;
1287 m_DrawDistance = Scene.DefaultDrawDistance;
1283 1288
1284 // Check if Client has camera in 'follow cam' or 'build' mode. 1289 // Check if Client has camera in 'follow cam' or 'build' mode.
1285 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1290 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
@@ -2913,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
2913 2918
2914 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 2919 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
2915 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 2920 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
2916 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 2921 if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
2917 { 2922 {
2918 byebyeRegions.Add(handle); 2923 byebyeRegions.Add(handle);
2919 } 2924 }
@@ -2989,7 +2994,12 @@ namespace OpenSim.Region.Framework.Scenes
2989 2994
2990 Vector3 offset = new Vector3(shiftx, shifty, 0f); 2995 Vector3 offset = new Vector3(shiftx, shifty, 0f);
2991 2996
2992 m_DrawDistance = cAgentData.Far; 2997 // When we get to the point of re-computing neighbors everytime this
2998 // changes, then start using the agent's drawdistance rather than the
2999 // region's draw distance.
3000 // m_DrawDistance = cAgentData.Far;
3001 m_DrawDistance = Scene.DefaultDrawDistance;
3002
2993 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3003 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
2994 m_pos = cAgentData.Position + offset; 3004 m_pos = cAgentData.Position + offset;
2995 3005
@@ -3139,7 +3149,11 @@ namespace OpenSim.Region.Framework.Scenes
3139 m_CameraLeftAxis = cAgent.LeftAxis; 3149 m_CameraLeftAxis = cAgent.LeftAxis;
3140 m_CameraUpAxis = cAgent.UpAxis; 3150 m_CameraUpAxis = cAgent.UpAxis;
3141 3151
3142 m_DrawDistance = cAgent.Far; 3152 // When we get to the point of re-computing neighbors everytime this
3153 // changes, then start using the agent's drawdistance rather than the
3154 // region's draw distance.
3155 // m_DrawDistance = cAgent.Far;
3156 m_DrawDistance = Scene.DefaultDrawDistance;
3143 3157
3144 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3158 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3145 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3159 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);