diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 546 |
1 files changed, 65 insertions, 481 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index deb8d39..c1da7fa 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -61,8 +61,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | { | 61 | { |
62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; | 62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; |
63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; | 63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; |
64 | 64 | ||
65 | public const int m_defaultNumberFramesStored = 10; | ||
66 | 65 | ||
67 | public delegate void SynchronizeSceneHandler(Scene scene); | 66 | public delegate void SynchronizeSceneHandler(Scene scene); |
68 | 67 | ||
@@ -105,15 +104,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// <summary> | 104 | /// <summary> |
106 | /// If false then physical objects are disabled, though collisions will continue as normal. | 105 | /// If false then physical objects are disabled, though collisions will continue as normal. |
107 | /// </summary> | 106 | /// </summary> |
108 | <<<<<<< HEAD | 107 | |
109 | public bool PhysicsEnabled | ||
110 | { | ||
111 | get | ||
112 | ======= | ||
113 | public bool PhysicsEnabled | 108 | public bool PhysicsEnabled |
114 | { | 109 | { |
115 | get | 110 | get |
116 | >>>>>>> avn/ubitvar | ||
117 | { | 111 | { |
118 | return m_physicsEnabled; | 112 | return m_physicsEnabled; |
119 | } | 113 | } |
@@ -222,7 +216,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | /// <summary> | 216 | /// <summary> |
223 | /// Maximum value of the size of a physical prim in each axis | 217 | /// Maximum value of the size of a physical prim in each axis |
224 | /// </summary> | 218 | /// </summary> |
225 | public float m_maxPhys = 64; | 219 | public float m_maxPhys = 10; |
226 | 220 | ||
227 | /// <summary> | 221 | /// <summary> |
228 | /// Max prims an object will hold | 222 | /// Max prims an object will hold |
@@ -234,16 +228,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
234 | public bool m_allowScriptCrossings = true; | 228 | public bool m_allowScriptCrossings = true; |
235 | 229 | ||
236 | /// <summary> | 230 | /// <summary> |
237 | <<<<<<< HEAD | 231 | |
238 | /// Can avatars cross from and to this region? | 232 | /// Can avatars cross from and to this region? |
239 | /// </summary> | 233 | /// </summary> |
240 | public bool AllowAvatarCrossing { get; set; } | 234 | public bool AllowAvatarCrossing { get; set; } |
241 | ======= | 235 | |
242 | /// Max prims an Physical object will hold | 236 | /// Max prims an Physical object will hold |
243 | /// </summary> | 237 | /// </summary> |
244 | /// | 238 | /// |
245 | public int m_linksetPhysCapacity = 0; | 239 | public int m_linksetPhysCapacity = 0; |
246 | >>>>>>> avn/ubitvar | ||
247 | 240 | ||
248 | public bool m_useFlySlow; | 241 | public bool m_useFlySlow; |
249 | public bool m_useTrashOnDelete = true; | 242 | public bool m_useTrashOnDelete = true; |
@@ -278,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
278 | /// </summary> | 271 | /// </summary> |
279 | public int ChildTerseUpdatePeriod { get; set; } | 272 | public int ChildTerseUpdatePeriod { get; set; } |
280 | 273 | ||
281 | protected float m_defaultDrawDistance = 255.0f; | 274 | protected float m_defaultDrawDistance = 255f; |
282 | public float DefaultDrawDistance | 275 | public float DefaultDrawDistance |
283 | { | 276 | { |
284 | // get { return m_defaultDrawDistance; } | 277 | // get { return m_defaultDrawDistance; } |
@@ -361,17 +354,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
361 | private Dictionary<string, string> m_extraSettings; | 354 | private Dictionary<string, string> m_extraSettings; |
362 | 355 | ||
363 | /// <summary> | 356 | /// <summary> |
364 | /// If true then the next time the scene loop is activated, updates will be performed by firing of a timer | ||
365 | /// rather than on a single thread that sleeps. | ||
366 | /// </summary> | ||
367 | public bool UpdateOnTimer { get; set; } | ||
368 | |||
369 | /// <summary> | ||
370 | /// Only used if we are updating scene on a timer rather than sleeping a thread. | ||
371 | /// </summary> | ||
372 | private Timer m_sceneUpdateTimer; | ||
373 | |||
374 | /// <summary> | ||
375 | /// Current scene frame number | 357 | /// Current scene frame number |
376 | /// </summary> | 358 | /// </summary> |
377 | public uint Frame | 359 | public uint Frame |
@@ -386,23 +368,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
386 | public uint MaintenanceRun { get; private set; } | 368 | public uint MaintenanceRun { get; private set; } |
387 | 369 | ||
388 | /// <summary> | 370 | /// <summary> |
389 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | 371 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we |
390 | /// will sleep for the remaining period. | 372 | /// will sleep for the remaining period. |
391 | /// </summary> | 373 | /// </summary> |
392 | /// <remarks> | 374 | /// <remarks> |
393 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | 375 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations |
394 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | 376 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). |
395 | /// </remarks> | 377 | /// </remarks> |
396 | public int MinFrameTicks | 378 | public float MinFrameTime { get; private set; } |
397 | { | ||
398 | get { return m_minFrameTicks; } | ||
399 | private set | ||
400 | { | ||
401 | m_minFrameTicks = value; | ||
402 | MinFrameSeconds = (float)m_minFrameTicks / 1000; | ||
403 | } | ||
404 | } | ||
405 | private int m_minFrameTicks; | ||
406 | 379 | ||
407 | /// <summary> | 380 | /// <summary> |
408 | /// The minimum length of time in seconds that will be taken for a scene frame. | 381 | /// The minimum length of time in seconds that will be taken for a scene frame. |
@@ -410,17 +383,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
410 | /// <remarks> | 383 | /// <remarks> |
411 | /// Always derived from MinFrameTicks. | 384 | /// Always derived from MinFrameTicks. |
412 | /// </remarks> | 385 | /// </remarks> |
413 | public float MinFrameSeconds { get; private set; } | 386 | public float MinMaintenanceTime { get; private set; } |
414 | |||
415 | /// <summary> | ||
416 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | ||
417 | /// will sleep for the remaining period. | ||
418 | /// </summary> | ||
419 | /// <remarks> | ||
420 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | ||
421 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | ||
422 | /// </remarks> | ||
423 | public int MinMaintenanceTicks { get; set; } | ||
424 | 387 | ||
425 | private int m_update_physics = 1; | 388 | private int m_update_physics = 1; |
426 | private int m_update_entitymovement = 1; | 389 | private int m_update_entitymovement = 1; |
@@ -428,13 +391,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
428 | private int m_update_presences = 1; // Update scene presence movements | 391 | private int m_update_presences = 1; // Update scene presence movements |
429 | private int m_update_events = 1; | 392 | private int m_update_events = 1; |
430 | private int m_update_backup = 200; | 393 | private int m_update_backup = 200; |
431 | <<<<<<< HEAD | 394 | |
432 | private int m_update_terrain = 50; | ||
433 | // private int m_update_land = 1; | ||
434 | ======= | ||
435 | private int m_update_terrain = 1000; | 395 | private int m_update_terrain = 1000; |
436 | private int m_update_land = 10; | 396 | private int m_update_land = 10; |
437 | >>>>>>> avn/ubitvar | 397 | |
438 | private int m_update_coarse_locations = 50; | 398 | private int m_update_coarse_locations = 50; |
439 | private int m_update_temp_cleaning = 180; | 399 | private int m_update_temp_cleaning = 180; |
440 | 400 | ||
@@ -559,13 +519,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
559 | } | 519 | } |
560 | private volatile bool m_active; | 520 | private volatile bool m_active; |
561 | 521 | ||
562 | <<<<<<< HEAD | ||
563 | /// <summary> | 522 | /// <summary> |
564 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. | 523 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. |
565 | /// </summary> | 524 | /// </summary> |
566 | public bool IsRunning { get { return m_isRunning; } } | 525 | public bool IsRunning { get { return m_isRunning; } } |
567 | private volatile bool m_isRunning; | 526 | private volatile bool m_isRunning; |
568 | ======= | 527 | |
569 | // private int m_lastUpdate; | 528 | // private int m_lastUpdate; |
570 | private bool m_firstHeartbeat = true; | 529 | private bool m_firstHeartbeat = true; |
571 | 530 | ||
@@ -574,7 +533,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
574 | private double m_reprioritizationInterval = 5000.0; | 533 | private double m_reprioritizationInterval = 5000.0; |
575 | private double m_rootReprioritizationDistance = 10.0; | 534 | private double m_rootReprioritizationDistance = 10.0; |
576 | private double m_childReprioritizationDistance = 20.0; | 535 | private double m_childReprioritizationDistance = 20.0; |
577 | >>>>>>> avn/ubitvar | 536 | |
578 | 537 | ||
579 | private Timer m_mapGenerationTimer = new Timer(); | 538 | private Timer m_mapGenerationTimer = new Timer(); |
580 | private bool m_generateMaptiles; | 539 | private bool m_generateMaptiles; |
@@ -913,8 +872,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
913 | : this(regInfo, physicsScene) | 872 | : this(regInfo, physicsScene) |
914 | { | 873 | { |
915 | m_config = config; | 874 | m_config = config; |
916 | MinFrameTicks = 89; | 875 | MinFrameTime = 0.089f; |
917 | MinMaintenanceTicks = 1000; | 876 | MinMaintenanceTime = 1; |
918 | SeeIntoRegion = true; | 877 | SeeIntoRegion = true; |
919 | 878 | ||
920 | Random random = new Random(); | 879 | Random random = new Random(); |
@@ -924,12 +883,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
924 | m_sceneGridService = sceneGridService; | 883 | m_sceneGridService = sceneGridService; |
925 | m_SimulationDataService = simDataService; | 884 | m_SimulationDataService = simDataService; |
926 | m_EstateDataService = estateDataService; | 885 | m_EstateDataService = estateDataService; |
927 | <<<<<<< HEAD | 886 | |
928 | ======= | ||
929 | m_regionHandle = RegionInfo.RegionHandle; | ||
930 | m_lastIncoming = 0; | 887 | m_lastIncoming = 0; |
931 | m_lastOutgoing = 0; | 888 | m_lastOutgoing = 0; |
932 | >>>>>>> avn/ubitvar | ||
933 | 889 | ||
934 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); | 890 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
935 | m_asyncSceneObjectDeleter.Enabled = true; | 891 | m_asyncSceneObjectDeleter.Enabled = true; |
@@ -988,8 +944,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
988 | EventManager.OnLandObjectRemoved += | 944 | EventManager.OnLandObjectRemoved += |
989 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); | 945 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); |
990 | 946 | ||
991 | <<<<<<< HEAD | ||
992 | ======= | ||
993 | m_sceneGraph = new SceneGraph(this); | 947 | m_sceneGraph = new SceneGraph(this); |
994 | m_sceneGraph.PhysicsScene = physicsScene; | 948 | m_sceneGraph.PhysicsScene = physicsScene; |
995 | 949 | ||
@@ -1006,7 +960,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1006 | RestartNow(); | 960 | RestartNow(); |
1007 | }; | 961 | }; |
1008 | 962 | ||
1009 | >>>>>>> avn/ubitvar | ||
1010 | RegisterDefaultSceneEvents(); | 963 | RegisterDefaultSceneEvents(); |
1011 | 964 | ||
1012 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled | 965 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled |
@@ -1167,8 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1167 | } | 1120 | } |
1168 | } | 1121 | } |
1169 | 1122 | ||
1170 | if (startupConfig.Contains("MinFrameTime")) | 1123 | MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); |
1171 | MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000); | ||
1172 | 1124 | ||
1173 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); | 1125 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); |
1174 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); | 1126 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); |
@@ -1246,43 +1198,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1246 | 1198 | ||
1247 | #endregion Interest Management | 1199 | #endregion Interest Management |
1248 | 1200 | ||
1249 | // The timer used by the Stopwatch class depends on the system hardware and operating system; inform | ||
1250 | // if the timer is based on a high-resolution performance counter or based on the system timer; | ||
1251 | // the performance counter will provide a more precise time than the system timer | ||
1252 | if (Stopwatch.IsHighResolution) | ||
1253 | m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics."); | ||
1254 | else | ||
1255 | m_log.InfoFormat("[SCENE]: Using system timer for statistics."); | ||
1256 | |||
1257 | // Acquire the statistics section of the OpenSim.ini file located | ||
1258 | // in the bin directory | ||
1259 | IConfig statisticsConfig = m_config.Configs["Statistics"]; | ||
1260 | 1201 | ||
1261 | // Confirm that the statistics section existed in the configuration | 1202 | StatsReporter = new SimStatsReporter(this); |
1262 | // file | ||
1263 | if (statisticsConfig != null) | ||
1264 | { | ||
1265 | // Create the StatsReporter using the number of frames to store | ||
1266 | // for the frame time statistics, or 10 frames if the config | ||
1267 | // file doesn't contain a value | ||
1268 | StatsReporter = new SimStatsReporter(this, | ||
1269 | statisticsConfig.GetInt("NumberOfFrames", | ||
1270 | m_defaultNumberFramesStored)); | ||
1271 | } | ||
1272 | else | ||
1273 | { | ||
1274 | // Create a StatsReporter with the current scene and a default | ||
1275 | // 10 frames stored for the frame time statistics | ||
1276 | StatsReporter = new SimStatsReporter(this); | ||
1277 | } | ||
1278 | 1203 | ||
1279 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; | 1204 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
1280 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; | 1205 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
1281 | 1206 | ||
1282 | <<<<<<< HEAD | ||
1283 | ======= | ||
1284 | MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); | 1207 | MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); |
1285 | >>>>>>> avn/ubitvar | ||
1286 | } | 1208 | } |
1287 | 1209 | ||
1288 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) | 1210 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) |
@@ -1314,7 +1236,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1314 | PeriodicBackup = true; | 1236 | PeriodicBackup = true; |
1315 | UseBackup = true; | 1237 | UseBackup = true; |
1316 | 1238 | ||
1317 | <<<<<<< HEAD | 1239 | |
1240 | |||
1241 | |||
1242 | |||
1243 | |||
1244 | |||
1245 | |||
1246 | |||
1247 | |||
1248 | |||
1249 | |||
1250 | |||
1251 | |||
1252 | |||
1253 | |||
1254 | |||
1255 | |||
1256 | |||
1257 | |||
1258 | |||
1259 | |||
1260 | |||
1318 | IsReprioritizationEnabled = true; | 1261 | IsReprioritizationEnabled = true; |
1319 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; | 1262 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; |
1320 | ReprioritizationInterval = 5000; | 1263 | ReprioritizationInterval = 5000; |
@@ -1325,8 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1325 | RootReprioritizationDistance = 10.0; | 1268 | RootReprioritizationDistance = 10.0; |
1326 | ChildReprioritizationDistance = 20.0; | 1269 | ChildReprioritizationDistance = 20.0; |
1327 | 1270 | ||
1328 | ======= | ||
1329 | >>>>>>> avn/ubitvar | ||
1330 | m_eventManager = new EventManager(); | 1271 | m_eventManager = new EventManager(); |
1331 | 1272 | ||
1332 | m_permissions = new ScenePermissions(this); | 1273 | m_permissions = new ScenePermissions(this); |
@@ -1376,24 +1317,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1376 | { | 1317 | { |
1377 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) | 1318 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) |
1378 | { | 1319 | { |
1379 | <<<<<<< HEAD | 1320 | |
1380 | //// If these are cast to INT because long + negative values + abs returns invalid data | ||
1381 | //int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); | ||
1382 | //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); | ||
1383 | //if (resultX <= 1 && resultY <= 1) | ||
1384 | float dist = (float)Math.Max(DefaultDrawDistance, | ||
1385 | (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); | ||
1386 | uint newRegionX, newRegionY, thisRegionX, thisRegionY; | ||
1387 | Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); | ||
1388 | Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); | ||
1389 | |||
1390 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", | ||
1391 | // RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY); | ||
1392 | |||
1393 | if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY)) | ||
1394 | ======= | ||
1395 | if (isNeighborRegion(otherRegion)) | 1321 | if (isNeighborRegion(otherRegion)) |
1396 | >>>>>>> avn/ubitvar | ||
1397 | { | 1322 | { |
1398 | // Let the grid service module know, so this can be cached | 1323 | // Let the grid service module know, so this can be cached |
1399 | m_eventManager.TriggerOnRegionUp(otherRegion); | 1324 | m_eventManager.TriggerOnRegionUp(otherRegion); |
@@ -1693,45 +1618,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1693 | 1618 | ||
1694 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | 1619 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; |
1695 | m_lastFrameTick = Util.EnvironmentTickCount(); | 1620 | m_lastFrameTick = Util.EnvironmentTickCount(); |
1696 | 1621 | Update(-1); | |
1697 | if (UpdateOnTimer) | 1622 | } |
1698 | { | ||
1699 | m_sceneUpdateTimer = new Timer(MinFrameTicks); | ||
1700 | m_sceneUpdateTimer.AutoReset = true; | ||
1701 | m_sceneUpdateTimer.Elapsed += Update; | ||
1702 | m_sceneUpdateTimer.Start(); | ||
1703 | } | ||
1704 | else | ||
1705 | { | ||
1706 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
1707 | Update(-1); | ||
1708 | Watchdog.RemoveThread(); | ||
1709 | m_isRunning = false; | ||
1710 | } | ||
1711 | } | ||
1712 | |||
1713 | private volatile bool m_isTimerUpdateRunning; | ||
1714 | |||
1715 | private void Update(object sender, ElapsedEventArgs e) | ||
1716 | { | ||
1717 | if (m_isTimerUpdateRunning) | ||
1718 | return; | ||
1719 | |||
1720 | m_isTimerUpdateRunning = true; | ||
1721 | |||
1722 | // If the last frame did not complete on time, then immediately start the next update on the same thread | ||
1723 | // and ignore further timed updates until we have a frame that had spare time. | ||
1724 | while (!Update(1) && Active) { } | ||
1725 | |||
1726 | if (!Active || m_shuttingDown) | ||
1727 | { | ||
1728 | m_sceneUpdateTimer.Stop(); | ||
1729 | m_sceneUpdateTimer = null; | ||
1730 | m_isRunning = false; | ||
1731 | } | ||
1732 | |||
1733 | m_isTimerUpdateRunning = false; | ||
1734 | } | ||
1735 | 1623 | ||
1736 | private void Maintenance() | 1624 | private void Maintenance() |
1737 | { | 1625 | { |
@@ -1800,24 +1688,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1800 | previousMaintenanceTick = m_lastMaintenanceTick; | 1688 | previousMaintenanceTick = m_lastMaintenanceTick; |
1801 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); | 1689 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); |
1802 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); | 1690 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); |
1803 | runtc = MinMaintenanceTicks - runtc; | 1691 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; |
1804 | 1692 | ||
1805 | if (runtc > 0) | 1693 | if (runtc > 0) |
1806 | m_maintenanceWaitEvent.WaitOne(runtc); | 1694 | m_maintenanceWaitEvent.WaitOne(runtc); |
1807 | 1695 | ||
1808 | // Optionally warn if a frame takes double the amount of time that it should. | 1696 | // Optionally warn if a frame takes double the amount of time that it should. |
1809 | if (DebugUpdates | 1697 | if (DebugUpdates |
1810 | && Util.EnvironmentTickCountSubtract( | 1698 | && Util.EnvironmentTickCountSubtract( |
1811 | m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2) | 1699 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) |
1812 | m_log.WarnFormat( | 1700 | m_log.WarnFormat( |
1813 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", | 1701 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", |
1814 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), | 1702 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), |
1815 | MinMaintenanceTicks, | 1703 | MinMaintenanceTime * 1000, |
1816 | RegionInfo.RegionName); | 1704 | RegionInfo.RegionName); |
1817 | } | 1705 | } |
1818 | } | 1706 | } |
1819 | 1707 | ||
1820 | public override bool Update(int frames) | 1708 | public override void Update(int frames) |
1821 | { | 1709 | { |
1822 | long? endFrame = null; | 1710 | long? endFrame = null; |
1823 | 1711 | ||
@@ -1825,30 +1713,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1825 | endFrame = Frame + frames; | 1713 | endFrame = Frame + frames; |
1826 | 1714 | ||
1827 | float physicsFPS = 0f; | 1715 | float physicsFPS = 0f; |
1828 | <<<<<<< HEAD | 1716 | |
1829 | int previousFrameTick, tmpMS; | ||
1830 | |||
1831 | // These variables will be used to save the precise frame time using the | ||
1832 | // Stopwatch class of Microsoft SDK; the times are recorded at the start | ||
1833 | // and end of a particular section of code, and then used to calculate | ||
1834 | // the frame times, which are the sums of the sections for each given name | ||
1835 | double preciseTotalFrameTime = 0.0; | ||
1836 | double preciseSimFrameTime = 0.0; | ||
1837 | double precisePhysicsFrameTime = 0.0; | ||
1838 | Stopwatch totalFrameStopwatch = new Stopwatch(); | ||
1839 | Stopwatch simFrameStopwatch = new Stopwatch(); | ||
1840 | Stopwatch physicsFrameStopwatch = new Stopwatch(); | ||
1841 | |||
1842 | // Begin the stopwatch to keep track of the time that the frame | ||
1843 | // started running to determine how long the frame took to complete | ||
1844 | totalFrameStopwatch.Start(); | ||
1845 | ======= | ||
1846 | int tmpMS; | 1717 | int tmpMS; |
1847 | int previousFrameTick; | 1718 | int previousFrameTick; |
1848 | int maintc; | 1719 | int maintc; |
1849 | int sleepMS; | 1720 | int sleepMS; |
1850 | int framestart; | 1721 | int framestart; |
1851 | >>>>>>> avn/ubitvar | ||
1852 | 1722 | ||
1853 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) | 1723 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
1854 | { | 1724 | { |
@@ -1857,11 +1727,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1727 | ||
1858 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); | 1728 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); |
1859 | 1729 | ||
1860 | <<<<<<< HEAD | ||
1861 | agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; | ||
1862 | ======= | ||
1863 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | 1730 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; |
1864 | >>>>>>> avn/ubitvar | ||
1865 | 1731 | ||
1866 | try | 1732 | try |
1867 | { | 1733 | { |
@@ -1877,93 +1743,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
1877 | 1743 | ||
1878 | if (Frame % m_update_terrain == 0) | 1744 | if (Frame % m_update_terrain == 0) |
1879 | { | 1745 | { |
1880 | <<<<<<< HEAD | ||
1881 | // At several points inside the code there was a need to | ||
1882 | // create a more precise measurement of time elapsed. | ||
1883 | // This led to the addition of variables that have a | ||
1884 | // similar function and thus remain tightly connected to | ||
1885 | // their original counterparts. However, the original | ||
1886 | // code is not receiving comments from our group because | ||
1887 | // we don't feel right modifying the code to that degree | ||
1888 | // at this point in time, the precise values all begin | ||
1889 | // with the keyword precise | ||
1890 | tmpMS = Util.EnvironmentTickCount(); | ||
1891 | simFrameStopwatch.Start(); | ||
1892 | UpdateTerrain(); | ||
1893 | |||
1894 | // Get the simulation frame time that the avatar force | ||
1895 | // input took | ||
1896 | simFrameStopwatch.Stop(); | ||
1897 | preciseSimFrameTime = | ||
1898 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1899 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1900 | } | ||
1901 | |||
1902 | // At several points inside the code there was a need to | ||
1903 | // create a more precise measurement of time elapsed. This | ||
1904 | // led to the addition of variables that have a similar | ||
1905 | // function and thus remain tightly connected to their | ||
1906 | // original counterparts. However, the original code is | ||
1907 | // not receiving comments from our group because we don't | ||
1908 | // feel right modifying the code to that degree at this | ||
1909 | // point in time, the precise values all begin with the | ||
1910 | // keyword precise | ||
1911 | ======= | ||
1912 | UpdateTerrain(); | 1746 | UpdateTerrain(); |
1913 | } | 1747 | } |
1914 | 1748 | ||
1915 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1749 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1916 | >>>>>>> avn/ubitvar | ||
1917 | |||
1918 | tmpMS = Util.EnvironmentTickCount(); | 1750 | tmpMS = Util.EnvironmentTickCount(); |
1919 | 1751 | ||
1920 | // Begin the stopwatch to track the time to prepare physics | ||
1921 | physicsFrameStopwatch.Start(); | ||
1922 | if (PhysicsEnabled && Frame % m_update_physics == 0) | 1752 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
1923 | m_sceneGraph.UpdatePreparePhysics(); | 1753 | m_sceneGraph.UpdatePreparePhysics(); |
1924 | 1754 | ||
1925 | // Get the time it took to prepare the physics, this | ||
1926 | // would report the most precise time that physics was | ||
1927 | // running on the machine and should the physics not be | ||
1928 | // enabled will report the time it took to check if physics | ||
1929 | // was enabled | ||
1930 | physicsFrameStopwatch.Stop(); | ||
1931 | precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1932 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); | 1755 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); |
1933 | 1756 | ||
1934 | // Apply any pending avatar force input to the avatar's velocity | 1757 | // Apply any pending avatar force input to the avatar's velocity |
1935 | tmpMS = Util.EnvironmentTickCount(); | 1758 | tmpMS = Util.EnvironmentTickCount(); |
1936 | simFrameStopwatch.Restart(); | ||
1937 | if (Frame % m_update_entitymovement == 0) | 1759 | if (Frame % m_update_entitymovement == 0) |
1938 | m_sceneGraph.UpdateScenePresenceMovement(); | 1760 | m_sceneGraph.UpdateScenePresenceMovement(); |
1939 | 1761 | ||
1940 | // Get the simulation frame time that the avatar force input | 1762 | // Get the simulation frame time that the avatar force input |
1941 | // took | 1763 | // took |
1942 | simFrameStopwatch.Stop(); | ||
1943 | preciseSimFrameTime += | ||
1944 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1945 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1764 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1946 | 1765 | ||
1947 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1766 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1948 | // velocity | 1767 | // velocity |
1949 | tmpMS = Util.EnvironmentTickCount(); | 1768 | tmpMS = Util.EnvironmentTickCount(); |
1950 | physicsFrameStopwatch.Restart(); | ||
1951 | if (Frame % m_update_physics == 0) | 1769 | if (Frame % m_update_physics == 0) |
1952 | { | 1770 | { |
1953 | if (PhysicsEnabled) | 1771 | if (PhysicsEnabled) |
1954 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds); | 1772 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
1955 | 1773 | ||
1956 | if (SynchronizeScene != null) | 1774 | if (SynchronizeScene != null) |
1957 | SynchronizeScene(this); | 1775 | SynchronizeScene(this); |
1958 | } | 1776 | } |
1959 | 1777 | ||
1960 | // Add the main physics update time to the prepare physics time | 1778 | // Add the main physics update time to the prepare physics time |
1961 | physicsFrameStopwatch.Stop(); | ||
1962 | precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1963 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1779 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1964 | 1780 | ||
1965 | // Start the stopwatch for the remainder of the simulation | 1781 | // Start the stopwatch for the remainder of the simulation |
1966 | simFrameStopwatch.Restart(); | ||
1967 | tmpMS = Util.EnvironmentTickCount(); | 1782 | tmpMS = Util.EnvironmentTickCount(); |
1968 | 1783 | ||
1969 | // Check if any objects have reached their targets | 1784 | // Check if any objects have reached their targets |
@@ -1980,10 +1795,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | m_sceneGraph.UpdatePresences(); | 1795 | m_sceneGraph.UpdatePresences(); |
1981 | 1796 | ||
1982 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); | 1797 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); |
1983 | 1798 | ||
1984 | <<<<<<< HEAD | ||
1985 | ======= | ||
1986 | |||
1987 | // Delete temp-on-rez stuff | 1799 | // Delete temp-on-rez stuff |
1988 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) | 1800 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) |
1989 | { | 1801 | { |
@@ -1993,7 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1993 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1805 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1994 | } | 1806 | } |
1995 | 1807 | ||
1996 | >>>>>>> avn/ubitvar | ||
1997 | if (Frame % m_update_events == 0) | 1808 | if (Frame % m_update_events == 0) |
1998 | { | 1809 | { |
1999 | tmpMS = Util.EnvironmentTickCount(); | 1810 | tmpMS = Util.EnvironmentTickCount(); |
@@ -2062,42 +1873,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2062 | } | 1873 | } |
2063 | 1874 | ||
2064 | EventManager.TriggerRegionHeartbeatEnd(this); | 1875 | EventManager.TriggerRegionHeartbeatEnd(this); |
2065 | otherMS = eventMS + backupMS + terrainMS + landMS; | ||
2066 | |||
2067 | // Get the elapsed time for the simulation frame | ||
2068 | simFrameStopwatch.Stop(); | ||
2069 | preciseSimFrameTime += | ||
2070 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
2071 | |||
2072 | <<<<<<< HEAD | ||
2073 | if (!UpdateOnTimer) | ||
2074 | { | ||
2075 | Watchdog.UpdateThread(); | ||
2076 | |||
2077 | spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
2078 | |||
2079 | if (spareMS > 0) | ||
2080 | m_updateWaitEvent.WaitOne(spareMS); | ||
2081 | else | ||
2082 | spareMS = 0; | ||
2083 | } | ||
2084 | else | ||
2085 | { | ||
2086 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); | ||
2087 | } | ||
2088 | 1876 | ||
2089 | // Get the total frame time | 1877 | Watchdog.UpdateThread(); |
2090 | totalFrameStopwatch.Stop(); | ||
2091 | preciseTotalFrameTime = | ||
2092 | totalFrameStopwatch.Elapsed.TotalMilliseconds; | ||
2093 | |||
2094 | // Restart the stopwatch for the total time of the next frame | ||
2095 | totalFrameStopwatch.Restart(); | ||
2096 | 1878 | ||
2097 | previousFrameTick = m_lastFrameTick; | ||
2098 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
2099 | m_lastFrameTick = Util.EnvironmentTickCount(); | ||
2100 | ======= | ||
2101 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | 1879 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
2102 | 1880 | ||
2103 | StatsReporter.AddPhysicsFPS(physicsFPS); | 1881 | StatsReporter.AddPhysicsFPS(physicsFPS); |
@@ -2125,46 +1903,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2125 | frameMS = Util.EnvironmentTickCountSubtract(framestart); | 1903 | frameMS = Util.EnvironmentTickCountSubtract(framestart); |
2126 | StatsReporter.addSleepMS(sleepMS); | 1904 | StatsReporter.addSleepMS(sleepMS); |
2127 | StatsReporter.addFrameMS(frameMS); | 1905 | StatsReporter.addFrameMS(frameMS); |
2128 | >>>>>>> avn/ubitvar | ||
2129 | 1906 | ||
2130 | // if (Frame%m_update_avatars == 0) | 1907 | // if (Frame%m_update_avatars == 0) |
2131 | // UpdateInWorldTime(); | 1908 | // UpdateInWorldTime(); |
2132 | 1909 | ||
2133 | <<<<<<< HEAD | 1910 | // Optionally warn if a frame takes double the amount of time that it should. |
2134 | StatsReporter.addFrameMS(frameMS); | ||
2135 | StatsReporter.addAgentMS(agentMS); | ||
2136 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
2137 | StatsReporter.addOtherMS(otherMS); | ||
2138 | StatsReporter.AddSpareMS(spareMS); | ||
2139 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
2140 | StatsReporter.AddScriptMS((int) GetAndResetScriptExecutionTime()); | ||
2141 | ======= | ||
2142 | >>>>>>> avn/ubitvar | ||
2143 | |||
2144 | // Send the correct time values to the stats reporter for the | ||
2145 | // frame times | ||
2146 | StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, | ||
2147 | preciseSimFrameTime, precisePhysicsFrameTime, 0.0); | ||
2148 | |||
2149 | // Send the correct number of frames that the physics library | ||
2150 | // has processed to the stats reporter | ||
2151 | StatsReporter.addPhysicsFrame(1); | ||
2152 | |||
2153 | // Optionally warn if a frame takes double the amount of time that it should. | ||
2154 | if (DebugUpdates | 1911 | if (DebugUpdates |
2155 | && Util.EnvironmentTickCountSubtract( | 1912 | && Util.EnvironmentTickCountSubtract( |
2156 | m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2) | 1913 | m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) |
1914 | |||
2157 | m_log.WarnFormat( | 1915 | m_log.WarnFormat( |
2158 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", | 1916 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", |
2159 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), | 1917 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), |
2160 | MinFrameTicks, | 1918 | MinFrameTime * 1000, |
1919 | |||
2161 | RegionInfo.RegionName); | 1920 | RegionInfo.RegionName); |
2162 | } | 1921 | } |
2163 | |||
2164 | // Finished updating scene frame, so stop the total frame's Stopwatch | ||
2165 | totalFrameStopwatch.Stop(); | ||
2166 | |||
2167 | return spareMS >= 0; | ||
2168 | } | 1922 | } |
2169 | 1923 | ||
2170 | /// <summary> | 1924 | /// <summary> |
@@ -2629,13 +2383,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2629 | 2383 | ||
2630 | if (ei.HitTF) | 2384 | if (ei.HitTF) |
2631 | { | 2385 | { |
2632 | <<<<<<< HEAD | ||
2633 | pos = ei.ipoint; | ||
2634 | } | ||
2635 | ======= | ||
2636 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); | 2386 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
2637 | } | 2387 | } |
2638 | >>>>>>> avn/ubitvar | ||
2639 | else | 2388 | else |
2640 | { | 2389 | { |
2641 | // fall back to our stupid functionality | 2390 | // fall back to our stupid functionality |
@@ -3013,8 +2762,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3013 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); | 2762 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); |
3014 | } | 2763 | } |
3015 | return; | 2764 | return; |
3016 | <<<<<<< HEAD | ||
3017 | ======= | ||
3018 | } | 2765 | } |
3019 | 2766 | ||
3020 | if (grp.RootPart.RETURN_AT_EDGE) | 2767 | if (grp.RootPart.RETURN_AT_EDGE) |
@@ -3056,70 +2803,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3056 | // Regular region. Just check for region size | 2803 | // Regular region. Just check for region size |
3057 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) | 2804 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) |
3058 | ret = true; | 2805 | ret = true; |
3059 | >>>>>>> avn/ubitvar | ||
3060 | } | ||
3061 | |||
3062 | if (grp.RootPart.RETURN_AT_EDGE) | ||
3063 | { | ||
3064 | <<<<<<< HEAD | ||
3065 | // We remove the object here | ||
3066 | try | ||
3067 | { | ||
3068 | List<SceneObjectGroup> objects = new List<SceneObjectGroup>(); | ||
3069 | objects.Add(grp); | ||
3070 | SceneObjectGroup[] objectsArray = objects.ToArray(); | ||
3071 | returnObjects(objectsArray, UUID.Zero); | ||
3072 | } | ||
3073 | catch (Exception) | ||
3074 | { | ||
3075 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); | ||
3076 | } | ||
3077 | return; | ||
3078 | } | ||
3079 | |||
3080 | if (EntityTransferModule != null) | ||
3081 | EntityTransferModule.Cross(grp, attemptedPosition, silent); | ||
3082 | } | ||
3083 | |||
3084 | // Simple test to see if a position is in the current region. | ||
3085 | // This test is mostly used to see if a region crossing is necessary. | ||
3086 | // Assuming the position is relative to the region so anything outside its bounds. | ||
3087 | // Return 'true' if position inside region. | ||
3088 | public bool PositionIsInCurrentRegion(Vector3 pos) | ||
3089 | { | ||
3090 | bool ret = false; | ||
3091 | int xx = (int)Math.Floor(pos.X); | ||
3092 | int yy = (int)Math.Floor(pos.Y); | ||
3093 | if (xx < 0 || yy < 0) | ||
3094 | return false; | ||
3095 | |||
3096 | IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>(); | ||
3097 | if (regionCombinerModule == null) | ||
3098 | { | ||
3099 | // Regular region. Just check for region size | ||
3100 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY) | ||
3101 | ret = true; | ||
3102 | } | ||
3103 | else | ||
3104 | { | ||
3105 | // We're in a mega-region so see if we are still in that larger region | ||
3106 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
3107 | } | ||
3108 | |||
3109 | return ret; | ||
3110 | |||
3111 | } | ||
3112 | |||
3113 | ======= | ||
3114 | // We're in a mega-region so see if we are still in that larger region | ||
3115 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
3116 | } | 2806 | } |
3117 | 2807 | ||
3118 | return ret; | 2808 | return ret; |
3119 | |||
3120 | } | 2809 | } |
3121 | 2810 | ||
3122 | >>>>>>> avn/ubitvar | ||
3123 | /// <summary> | 2811 | /// <summary> |
3124 | /// Called when objects or attachments cross the border, or teleport, between regions. | 2812 | /// Called when objects or attachments cross the border, or teleport, between regions. |
3125 | /// </summary> | 2813 | /// </summary> |
@@ -3141,10 +2829,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3141 | return false; | 2829 | return false; |
3142 | } | 2830 | } |
3143 | 2831 | ||
3144 | <<<<<<< HEAD | ||
3145 | if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) | ||
3146 | return false; | ||
3147 | ======= | ||
3148 | // If the user is banned, we won't let any of their objects | 2832 | // If the user is banned, we won't let any of their objects |
3149 | // enter. Period. | 2833 | // enter. Period. |
3150 | // | 2834 | // |
@@ -3189,7 +2873,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3189 | //if (newObject.RootPart.KeyframeMotion != null) | 2873 | //if (newObject.RootPart.KeyframeMotion != null) |
3190 | // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); | 2874 | // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); |
3191 | } | 2875 | } |
3192 | >>>>>>> avn/ubitvar | ||
3193 | 2876 | ||
3194 | // Do this as late as possible so that listeners have full access to the incoming object | 2877 | // Do this as late as possible so that listeners have full access to the incoming object |
3195 | EventManager.TriggerOnIncomingSceneObject(newObject); | 2878 | EventManager.TriggerOnIncomingSceneObject(newObject); |
@@ -3286,8 +2969,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3286 | return true; | 2969 | return true; |
3287 | } | 2970 | } |
3288 | 2971 | ||
3289 | <<<<<<< HEAD | ||
3290 | ======= | ||
3291 | private int GetStateSource(SceneObjectGroup sog) | 2972 | private int GetStateSource(SceneObjectGroup sog) |
3292 | { | 2973 | { |
3293 | ScenePresence sp = GetScenePresence(sog.OwnerID); | 2974 | ScenePresence sp = GetScenePresence(sog.OwnerID); |
@@ -3316,7 +2997,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3316 | return uac.UserFlags; | 2997 | return uac.UserFlags; |
3317 | //} | 2998 | //} |
3318 | } | 2999 | } |
3319 | >>>>>>> avn/ubitvar | 3000 | |
3320 | #endregion | 3001 | #endregion |
3321 | 3002 | ||
3322 | #region Add/Remove Avatar Methods | 3003 | #region Add/Remove Avatar Methods |
@@ -3352,15 +3033,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3352 | vialogin | 3033 | vialogin |
3353 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 | 3034 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 |
3354 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; | 3035 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
3355 | <<<<<<< HEAD | ||
3356 | |||
3357 | // CheckHeartbeat(); | ||
3358 | |||
3359 | ======= | ||
3360 | 3036 | ||
3361 | CheckHeartbeat(); | 3037 | CheckHeartbeat(); |
3362 | 3038 | ||
3363 | >>>>>>> avn/ubitvar | 3039 | |
3364 | sp = GetScenePresence(client.AgentId); | 3040 | sp = GetScenePresence(client.AgentId); |
3365 | 3041 | ||
3366 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this | 3042 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this |
@@ -3370,29 +3046,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3370 | if (sp == null) | 3046 | if (sp == null) |
3371 | { | 3047 | { |
3372 | m_log.DebugFormat( | 3048 | m_log.DebugFormat( |
3373 | <<<<<<< HEAD | ||
3374 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", | ||
3375 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); | ||
3376 | |||
3377 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); | ||
3378 | |||
3379 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the | ||
3380 | // client is for a root or child agent. | ||
3381 | // We must also set this before adding the client to the client manager so that an exception later on | ||
3382 | // does not leave a client manager entry without the scene agent set, which will cause other code | ||
3383 | // to fail since any entry in the client manager should have a ScenePresence | ||
3384 | // | ||
3385 | // XXX: This may be better set for a new client before that client is added to the client manager. | ||
3386 | // But need to know what happens in the case where a ScenePresence is already present (and if this | ||
3387 | // actually occurs). | ||
3388 | client.SceneAgent = sp; | ||
3389 | |||
3390 | m_clientManager.Add(client); | ||
3391 | SubscribeToClientEvents(client); | ||
3392 | m_eventManager.TriggerOnNewPresence(sp); | ||
3393 | |||
3394 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; | ||
3395 | ======= | ||
3396 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", | 3049 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", |
3397 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, | 3050 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, |
3398 | ((TPFlags)aCircuit.teleportFlags).ToString()); | 3051 | ((TPFlags)aCircuit.teleportFlags).ToString()); |
@@ -3414,8 +3067,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3414 | m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF); | 3067 | m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF); |
3415 | */ | 3068 | */ |
3416 | m_eventManager.TriggerOnNewPresence(sp); | 3069 | m_eventManager.TriggerOnNewPresence(sp); |
3417 | |||
3418 | >>>>>>> avn/ubitvar | ||
3419 | } | 3070 | } |
3420 | else | 3071 | else |
3421 | { | 3072 | { |
@@ -3424,7 +3075,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3424 | // XXX: This may be better set for a new client before that client is added to the client manager. | 3075 | // XXX: This may be better set for a new client before that client is added to the client manager. |
3425 | // But need to know what happens in the case where a ScenePresence is already present (and if this | 3076 | // But need to know what happens in the case where a ScenePresence is already present (and if this |
3426 | // actually occurs). | 3077 | // actually occurs). |
3427 | client.SceneAgent = sp; | 3078 | |
3428 | 3079 | ||
3429 | m_log.WarnFormat( | 3080 | m_log.WarnFormat( |
3430 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", | 3081 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", |
@@ -3432,6 +3083,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3432 | 3083 | ||
3433 | reallyNew = false; | 3084 | reallyNew = false; |
3434 | } | 3085 | } |
3086 | client.SceneAgent = sp; | ||
3435 | 3087 | ||
3436 | // This is currently also being done earlier in NewUserConnection for real users to see if this | 3088 | // This is currently also being done earlier in NewUserConnection for real users to see if this |
3437 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other | 3089 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other |
@@ -3454,15 +3106,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3454 | return sp; | 3106 | return sp; |
3455 | } | 3107 | } |
3456 | 3108 | ||
3457 | public string GetAgentHomeURI(UUID agentID) | ||
3458 | { | ||
3459 | AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); | ||
3460 | if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI")) | ||
3461 | return circuit.ServiceURLs["HomeURI"].ToString(); | ||
3462 | else | ||
3463 | return null; | ||
3464 | } | ||
3465 | |||
3466 | /// <summary> | 3109 | /// <summary> |
3467 | /// Returns the Home URI of the agent, or null if unknown. | 3110 | /// Returns the Home URI of the agent, or null if unknown. |
3468 | /// </summary> | 3111 | /// </summary> |
@@ -3899,16 +3542,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3899 | if (target != null && target2 != null) | 3542 | if (target != null && target2 != null) |
3900 | { | 3543 | { |
3901 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); | 3544 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
3902 | Vector3 AXOrigin = RayStart; | 3545 | |
3903 | Vector3 AXdirection = direction; | ||
3904 | |||
3905 | pos = target2.AbsolutePosition; | 3546 | pos = target2.AbsolutePosition; |
3906 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); | 3547 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); |
3907 | 3548 | ||
3908 | // TODO: Raytrace better here | 3549 | // TODO: Raytrace better here |
3909 | 3550 | ||
3910 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); | 3551 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
3911 | Ray NewRay = new Ray(AXOrigin, AXdirection); | 3552 | Ray NewRay = new Ray(RayStart,direction); |
3912 | 3553 | ||
3913 | // Ray Trace against target here | 3554 | // Ray Trace against target here |
3914 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); | 3555 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); |
@@ -4010,13 +3651,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4010 | } | 3651 | } |
4011 | 3652 | ||
4012 | // TODO: Can we now remove this lock? | 3653 | // TODO: Can we now remove this lock? |
4013 | <<<<<<< HEAD | ||
4014 | lock (acd) | ||
4015 | { | ||
4016 | ======= | ||
4017 | lock (m_removeClientPrivLock) | 3654 | lock (m_removeClientPrivLock) |
4018 | { | 3655 | { |
4019 | >>>>>>> avn/ubitvar | ||
4020 | bool isChildAgent = false; | 3656 | bool isChildAgent = false; |
4021 | 3657 | ||
4022 | ScenePresence avatar = GetScenePresence(agentID); | 3658 | ScenePresence avatar = GetScenePresence(agentID); |
@@ -4060,13 +3696,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4060 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop | 3696 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop |
4061 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI | 3697 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI |
4062 | if (closeChildAgents && CapsModule != null) | 3698 | if (closeChildAgents && CapsModule != null) |
4063 | <<<<<<< HEAD | ||
4064 | CapsModule.RemoveCaps(agentID); | ||
4065 | |||
4066 | ======= | ||
4067 | CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); | 3699 | CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); |
4068 | 3700 | ||
4069 | >>>>>>> avn/ubitvar | ||
4070 | if (closeChildAgents && !isChildAgent) | 3701 | if (closeChildAgents && !isChildAgent) |
4071 | { | 3702 | { |
4072 | List<ulong> regions = avatar.KnownRegionHandles; | 3703 | List<ulong> regions = avatar.KnownRegionHandles; |
@@ -4079,12 +3710,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4079 | m_eventManager.TriggerClientClosed(agentID, this); | 3710 | m_eventManager.TriggerClientClosed(agentID, this); |
4080 | // m_log.Debug("[Scene]TriggerClientClosed done"); | 3711 | // m_log.Debug("[Scene]TriggerClientClosed done"); |
4081 | m_eventManager.TriggerOnRemovePresence(agentID); | 3712 | m_eventManager.TriggerOnRemovePresence(agentID); |
4082 | <<<<<<< HEAD | ||
4083 | |||
4084 | ======= | ||
4085 | // m_log.Debug("[Scene]TriggerOnRemovePresence done"); | 3713 | // m_log.Debug("[Scene]TriggerOnRemovePresence done"); |
4086 | 3714 | ||
4087 | >>>>>>> avn/ubitvar | ||
4088 | if (!isChildAgent) | 3715 | if (!isChildAgent) |
4089 | { | 3716 | { |
4090 | if (AttachmentsModule != null) | 3717 | if (AttachmentsModule != null) |
@@ -4228,14 +3855,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4228 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> | 3855 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> |
4229 | /// <returns>True if the region accepts this agent. False if it does not. False will | 3856 | /// <returns>True if the region accepts this agent. False if it does not. False will |
4230 | /// also return a reason.</returns> | 3857 | /// also return a reason.</returns> |
4231 | <<<<<<< HEAD | ||
4232 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) | ||
4233 | ======= | ||
4234 | /// | 3858 | /// |
4235 | private object m_newUserConnLock = new object(); | 3859 | private object m_newUserConnLock = new object(); |
4236 | 3860 | ||
4237 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, out string reason, bool requirePresenceLookup) | 3861 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) |
4238 | >>>>>>> avn/ubitvar | ||
4239 | { | 3862 | { |
4240 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || | 3863 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || |
4241 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); | 3864 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); |
@@ -4507,13 +4130,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4507 | { | 4130 | { |
4508 | m_log.DebugFormat( | 4131 | m_log.DebugFormat( |
4509 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", | 4132 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", |
4510 | <<<<<<< HEAD | ||
4511 | acd.AgentID, RegionInfo.RegionName); | ||
4512 | |||
4513 | sp.AdjustKnownSeeds(); | ||
4514 | ======= | ||
4515 | acd.AgentID, RegionInfo.RegionName); | 4133 | acd.AgentID, RegionInfo.RegionName); |
4516 | >>>>>>> avn/ubitvar | ||
4517 | 4134 | ||
4518 | if (CapsModule != null) | 4135 | if (CapsModule != null) |
4519 | { | 4136 | { |
@@ -4646,21 +4263,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4646 | { | 4263 | { |
4647 | if (posX < 0) | 4264 | if (posX < 0) |
4648 | posX = 0; | 4265 | posX = 0; |
4649 | <<<<<<< HEAD | 4266 | |
4650 | else if (posX >= (float)RegionInfo.RegionSizeX) | ||
4651 | posX = (float)RegionInfo.RegionSizeX - 0.001f; | ||
4652 | if (posY < 0) | ||
4653 | posY = 0; | ||
4654 | else if (posY >= (float)RegionInfo.RegionSizeY) | ||
4655 | posY = (float)RegionInfo.RegionSizeY - 0.001f; | ||
4656 | ======= | ||
4657 | else if (posX >= RegionInfo.RegionSizeX) | 4267 | else if (posX >= RegionInfo.RegionSizeX) |
4658 | posX = RegionInfo.RegionSizeX - 0.5f; | 4268 | posX = RegionInfo.RegionSizeX - 0.5f; |
4659 | if (posY < 0) | 4269 | if (posY < 0) |
4660 | posY = 0; | 4270 | posY = 0; |
4661 | else if (posY >= RegionInfo.RegionSizeY) | 4271 | else if (posY >= RegionInfo.RegionSizeY) |
4662 | posY = RegionInfo.RegionSizeY - 0.5f; | 4272 | posY = RegionInfo.RegionSizeY - 0.5f; |
4663 | >>>>>>> avn/ubitvar | ||
4664 | 4273 | ||
4665 | reason = String.Empty; | 4274 | reason = String.Empty; |
4666 | if (Permissions.IsGod(agentID)) | 4275 | if (Permissions.IsGod(agentID)) |
@@ -5249,15 +4858,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
5249 | sp.LifecycleState = ScenePresenceState.Removing; | 4858 | sp.LifecycleState = ScenePresenceState.Removing; |
5250 | } | 4859 | } |
5251 | 4860 | ||
5252 | <<<<<<< HEAD | ||
5253 | sp.ControllingClient.Close(force); | ||
5254 | ======= | ||
5255 | if (sp != null) | 4861 | if (sp != null) |
5256 | { | 4862 | { |
5257 | sp.ControllingClient.Close(force, force); | 4863 | sp.ControllingClient.Close(force, force); |
5258 | return true; | 4864 | return true; |
5259 | } | 4865 | } |
5260 | >>>>>>> avn/ubitvar | ||
5261 | 4866 | ||
5262 | return true; | 4867 | return true; |
5263 | } | 4868 | } |
@@ -5862,9 +5467,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5862 | // 5 = We have seen a new user enter within the past 4 minutes | 5467 | // 5 = We have seen a new user enter within the past 4 minutes |
5863 | // which can be seen as positive confirmation of sim health | 5468 | // which can be seen as positive confirmation of sim health |
5864 | // | 5469 | // |
5865 | <<<<<<< HEAD | ||
5866 | int health = 1; // Start at 1, means we're up | 5470 | int health = 1; // Start at 1, means we're up |
5867 | ======= | ||
5868 | 5471 | ||
5869 | flags = 0; | 5472 | flags = 0; |
5870 | message = String.Empty; | 5473 | message = String.Empty; |
@@ -5879,9 +5482,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
5879 | return 0; | 5482 | return 0; |
5880 | } | 5483 | } |
5881 | 5484 | ||
5882 | int health=1; // Start at 1, means we're up | ||
5883 | >>>>>>> avn/ubitvar | ||
5884 | |||
5885 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) | 5485 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
5886 | { | 5486 | { |
5887 | health+=1; | 5487 | health+=1; |
@@ -6176,13 +5776,7 @@ Environment.Exit(1); | |||
6176 | //Go to the edge, this happens in teleporting to a region with no available parcels | 5776 | //Go to the edge, this happens in teleporting to a region with no available parcels |
6177 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); | 5777 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); |
6178 | 5778 | ||
6179 | <<<<<<< HEAD | ||
6180 | //m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | ||
6181 | |||
6182 | ======= | ||
6183 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | 5779 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); |
6184 | |||
6185 | >>>>>>> avn/ubitvar | ||
6186 | return nearestRegionEdgePoint; | 5780 | return nearestRegionEdgePoint; |
6187 | } | 5781 | } |
6188 | 5782 | ||
@@ -6513,11 +6107,7 @@ Environment.Exit(1); | |||
6513 | /// <param name='position'></param> | 6107 | /// <param name='position'></param> |
6514 | /// <param name='reason'></param> | 6108 | /// <param name='reason'></param> |
6515 | /// <returns></returns> | 6109 | /// <returns></returns> |
6516 | <<<<<<< HEAD | ||
6517 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason) | 6110 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason) |
6518 | ======= | ||
6519 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string reason) | ||
6520 | >>>>>>> avn/ubitvar | ||
6521 | { | 6111 | { |
6522 | reason = string.Empty; | 6112 | reason = string.Empty; |
6523 | 6113 | ||
@@ -6527,14 +6117,8 @@ Environment.Exit(1); | |||
6527 | return true; | 6117 | return true; |
6528 | } | 6118 | } |
6529 | 6119 | ||
6530 | <<<<<<< HEAD | ||
6531 | if (!AllowAvatarCrossing && !viaTeleport) | 6120 | if (!AllowAvatarCrossing && !viaTeleport) |
6532 | return false; | 6121 | return false; |
6533 | ======= | ||
6534 | |||
6535 | // if (!AllowAvatarCrossing && !viaTeleport) | ||
6536 | // return false; | ||
6537 | >>>>>>> avn/ubitvar | ||
6538 | 6122 | ||
6539 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. | 6123 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. |
6540 | // However, the long term fix is to make sure root agent count is always accurate. | 6124 | // However, the long term fix is to make sure root agent count is always accurate. |