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authorJustin Clarke Casey2008-03-14 18:21:21 +0000
committerJustin Clarke Casey2008-03-14 18:21:21 +0000
commit87067bff1e499d9281b032862b0435f6d7f127f1 (patch)
treefba5bf9fa7991ee5242295ab05c74bc61cdf95d9 /OpenSim/Region
parentFix Mantis 636 (diff)
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* The rest of the fix necessary for mantis #766 - terse updates broken
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs29
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs18
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs12
3 files changed, 43 insertions, 16 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 4c69930..69ef9b4 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -948,7 +948,18 @@ namespace OpenSim.Region.Environment.Scenes
948 public void LinkToGroup(SceneObjectGroup objectGroup) 948 public void LinkToGroup(SceneObjectGroup objectGroup)
949 { 949 {
950 if (objectGroup.RootPart.UpdateFlag > 0) 950 if (objectGroup.RootPart.UpdateFlag > 0)
951 {
952 // I've never actually seen this happen, though I think it's theoretically possible
953 m_log.ErrorFormat(
954 "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
955 objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
956
951 return; 957 return;
958 }
959
960// m_log.DebugFormat(
961// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
962// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
952 963
953 SceneObjectPart linkPart = objectGroup.m_rootPart; 964 SceneObjectPart linkPart = objectGroup.m_rootPart;
954 965
@@ -1017,13 +1028,25 @@ namespace OpenSim.Region.Environment.Scenes
1017 /// <param name="partID"></param> 1028 /// <param name="partID"></param>
1018 public void DelinkFromGroup(uint partID) 1029 public void DelinkFromGroup(uint partID)
1019 { 1030 {
1031 // Don't try and update if we're already in the middle of updating
1020 if (RootPart.UpdateFlag > 0) 1032 if (RootPart.UpdateFlag > 0)
1033 {
1034 // I've never actually seen this happen, though I think it's theoretically possible
1035 m_log.WarnFormat(
1036 "[SCENE OBJECT GROUP]: Aborted delink update for {0}, {1} as it has yet to finish linking",
1037 RootPart.Name, RootPart.UUID);
1038
1021 return; 1039 return;
1040 }
1022 1041
1023 SceneObjectPart linkPart = GetChildPart(partID); 1042 SceneObjectPart linkPart = GetChildPart(partID);
1024 1043
1025 if (null != linkPart) 1044 if (null != linkPart)
1026 { 1045 {
1046// m_log.DebugFormat(
1047// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
1048// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
1049
1027 LLQuaternion worldRot = linkPart.GetWorldRotation(); 1050 LLQuaternion worldRot = linkPart.GetWorldRotation();
1028 1051
1029 // Remove the part from this object 1052 // Remove the part from this object
@@ -1645,7 +1668,7 @@ namespace OpenSim.Region.Environment.Scenes
1645 } 1668 }
1646 1669
1647 /// <summary> 1670 /// <summary>
1648 /// 1671 /// Send a full update to the client for the given part
1649 /// </summary> 1672 /// </summary>
1650 /// <param name="remoteClient"></param> 1673 /// <param name="remoteClient"></param>
1651 /// <param name="part"></param> 1674 /// <param name="part"></param>
@@ -1662,7 +1685,7 @@ namespace OpenSim.Region.Environment.Scenes
1662 } 1685 }
1663 1686
1664 /// <summary> 1687 /// <summary>
1665 /// 1688 /// Send a terse update to the client for the given part
1666 /// </summary> 1689 /// </summary>
1667 /// <param name="remoteClient"></param> 1690 /// <param name="remoteClient"></param>
1668 /// <param name="part"></param> 1691 /// <param name="part"></param>
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 4fc688a..6a19eb6 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -270,7 +270,6 @@ namespace OpenSim.Region.Environment.Scenes
270 m_groupPosition.Y = PhysActor.Position.Y; 270 m_groupPosition.Y = PhysActor.Position.Y;
271 m_groupPosition.Z = PhysActor.Position.Z; 271 m_groupPosition.Z = PhysActor.Position.Z;
272 } 272 }
273
274 return m_groupPosition; 273 return m_groupPosition;
275 } 274 }
276 set 275 set
@@ -1116,7 +1115,10 @@ namespace OpenSim.Region.Environment.Scenes
1116 1115
1117 int timeNow = Util.UnixTimeSinceEpoch(); 1116 int timeNow = Util.UnixTimeSinceEpoch();
1118 1117
1119 if (timeNow == TimeStampFull) 1118 // If multiple updates are scheduled on the same second, we still need to perform all of them
1119 // So we'll force the issue by bumping up the timestamp so that later processing sees these need
1120 // to be peformed.
1121 if (timeNow <= TimeStampFull)
1120 { 1122 {
1121 TimeStampFull += 1; 1123 TimeStampFull += 1;
1122 } 1124 }
@@ -1126,6 +1128,10 @@ namespace OpenSim.Region.Environment.Scenes
1126 } 1128 }
1127 1129
1128 m_updateFlag = 2; 1130 m_updateFlag = 2;
1131
1132// m_log.DebugFormat(
1133// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
1134// UUID, Name, TimeStampFull);
1129 } 1135 }
1130 1136
1131 public void AddFlag(LLObject.ObjectFlags flag) 1137 public void AddFlag(LLObject.ObjectFlags flag)
@@ -1155,7 +1161,8 @@ namespace OpenSim.Region.Environment.Scenes
1155 } 1161 }
1156 1162
1157 /// <summary> 1163 /// <summary>
1158 /// 1164 /// Schedule a terse update for this prim. Terse updates only send position,
1165 /// rotation, velocity, rotational velocity and shape information.
1159 /// </summary> 1166 /// </summary>
1160 public void ScheduleTerseUpdate() 1167 public void ScheduleTerseUpdate()
1161 { 1168 {
@@ -1169,6 +1176,9 @@ namespace OpenSim.Region.Environment.Scenes
1169 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); 1176 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
1170 m_updateFlag = 1; 1177 m_updateFlag = 1;
1171 1178
1179// m_log.DebugFormat(
1180// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
1181// UUID, Name, TimeStampTerse);
1172 } 1182 }
1173 } 1183 }
1174 1184
@@ -1836,7 +1846,7 @@ namespace OpenSim.Region.Environment.Scenes
1836 } 1846 }
1837 1847
1838 /// <summary> 1848 /// <summary>
1839 /// 1849 /// Send a terse update to the client.
1840 /// </summary> 1850 /// </summary>
1841 /// <param name="remoteClient"></param> 1851 /// <param name="remoteClient"></param>
1842 public void SendTerseUpdate(IClientAPI remoteClient) 1852 public void SendTerseUpdate(IClientAPI remoteClient)
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 44d2316..a3d528d 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -472,20 +472,14 @@ namespace OpenSim.Region.Environment.Scenes
472 { 472 {
473 ScenePartUpdate update = m_updateTimes[part.UUID]; 473 ScenePartUpdate update = m_updateTimes[part.UUID];
474 474
475 // Two updates can occur with the same timestamp (especially 475 // We deal with the possibility that two updates occur at the same unix time
476 // since our timestamp resolution is to the nearest second). Therefore, we still need 476 // at the update point itself.
477 // to send an update even if the last full update time is identical to the part's
478 // update timestamp.
479 //
480 // If we don't do this, various events (such as linking and delinking in the same
481 // second), will stop working properly!
482 if (update.LastFullUpdateTime < part.TimeStampFull) 477 if (update.LastFullUpdateTime < part.TimeStampFull)
483 { 478 {
484// m_log.DebugFormat( 479// m_log.DebugFormat(
485// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}", 480// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
486// part.Name, part.UUID, part.TimeStampFull); 481// part.Name, part.UUID, part.TimeStampFull);
487 482
488 //need to do a full update
489 part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); 483 part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
490 484
491 // We'll update to the part's timestamp rather than the current time to 485 // We'll update to the part's timestamp rather than the current time to
@@ -1658,7 +1652,7 @@ namespace OpenSim.Region.Environment.Scenes
1658 gdb.GodLevel = (byte)0; 1652 gdb.GodLevel = (byte)0;
1659 m_godlevel = 0; 1653 m_godlevel = 0;
1660 } 1654 }
1661 1655
1662 gdb.Token = token; 1656 gdb.Token = token;
1663 //respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock; 1657 //respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
1664 respondPacket.GrantData = gdb; 1658 respondPacket.GrantData = gdb;