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-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneViewer.cs | 251 |
1 files changed, 0 insertions, 251 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs deleted file mode 100644 index d6bb81c..0000000 --- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs +++ /dev/null | |||
@@ -1,251 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using log4net; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Framework.Client; | ||
34 | using OpenSim.Region.Framework.Interfaces; | ||
35 | using OpenSim.Region.Framework.Scenes.Types; | ||
36 | |||
37 | namespace OpenSim.Region.Framework.Scenes | ||
38 | { | ||
39 | public class SceneViewer : ISceneViewer | ||
40 | { | ||
41 | /// <summary> | ||
42 | /// Is this scene viewer enabled? | ||
43 | /// </summary> | ||
44 | private bool IsEnabled { get; set; } | ||
45 | |||
46 | /// <summary> | ||
47 | /// The scene presence serviced by this viewer. | ||
48 | /// </summary> | ||
49 | protected ScenePresence m_presence; | ||
50 | |||
51 | /// <summary> | ||
52 | /// The queue of parts for which we need to send out updates. | ||
53 | /// </summary> | ||
54 | protected UpdateQueue m_partsUpdateQueue = new UpdateQueue(); | ||
55 | |||
56 | /// <summary> | ||
57 | /// The queue of objects for which we need to send out updates. | ||
58 | /// </summary> | ||
59 | protected Queue<SceneObjectGroup> m_pendingObjects; | ||
60 | |||
61 | /// <summary> | ||
62 | /// The last update assocated with a given part update. | ||
63 | /// </summary> | ||
64 | protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>(); | ||
65 | |||
66 | public SceneViewer(ScenePresence presence) | ||
67 | { | ||
68 | m_presence = presence; | ||
69 | IsEnabled = true; | ||
70 | } | ||
71 | |||
72 | public void QueuePartForUpdate(SceneObjectPart part) | ||
73 | { | ||
74 | if (!IsEnabled) | ||
75 | return; | ||
76 | |||
77 | lock (m_partsUpdateQueue) | ||
78 | { | ||
79 | m_partsUpdateQueue.Enqueue(part); | ||
80 | } | ||
81 | } | ||
82 | |||
83 | public void SendPrimUpdates() | ||
84 | { | ||
85 | if (m_pendingObjects == null) | ||
86 | { | ||
87 | m_pendingObjects = new Queue<SceneObjectGroup>(); | ||
88 | |||
89 | lock (m_pendingObjects) | ||
90 | { | ||
91 | EntityBase[] entities = m_presence.Scene.Entities.GetEntities(); | ||
92 | foreach (EntityBase e in entities) | ||
93 | { | ||
94 | if (e != null && e is SceneObjectGroup) | ||
95 | m_pendingObjects.Enqueue((SceneObjectGroup)e); | ||
96 | } | ||
97 | } | ||
98 | } | ||
99 | |||
100 | lock (m_pendingObjects) | ||
101 | { | ||
102 | // We must do this under lock so that we don't suffer a race condition if another thread closes the | ||
103 | // viewer | ||
104 | if (!IsEnabled) | ||
105 | return; | ||
106 | |||
107 | while (m_pendingObjects != null && m_pendingObjects.Count > 0) | ||
108 | { | ||
109 | SceneObjectGroup g = m_pendingObjects.Dequeue(); | ||
110 | // Yes, this can really happen | ||
111 | if (g == null) | ||
112 | continue; | ||
113 | |||
114 | // This is where we should check for draw distance | ||
115 | // do culling and stuff. Problem with that is that until | ||
116 | // we recheck in movement, that won't work right. | ||
117 | // So it's not implemented now. | ||
118 | // | ||
119 | |||
120 | // Don't even queue if we have sent this one | ||
121 | // | ||
122 | if (!m_updateTimes.ContainsKey(g.UUID)) | ||
123 | g.ScheduleFullUpdateToAvatar(m_presence); | ||
124 | } | ||
125 | |||
126 | while (m_partsUpdateQueue.Count > 0) | ||
127 | { | ||
128 | SceneObjectPart part = m_partsUpdateQueue.Dequeue(); | ||
129 | |||
130 | if (part.ParentGroup.IsDeleted) | ||
131 | continue; | ||
132 | |||
133 | if (m_updateTimes.ContainsKey(part.UUID)) | ||
134 | { | ||
135 | ScenePartUpdate update = m_updateTimes[part.UUID]; | ||
136 | |||
137 | // We deal with the possibility that two updates occur at | ||
138 | // the same unix time at the update point itself. | ||
139 | if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment) | ||
140 | { | ||
141 | // m_log.DebugFormat( | ||
142 | // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}", | ||
143 | // part.Name, part.UUID, part.TimeStampFull); | ||
144 | |||
145 | part.SendFullUpdate(m_presence.ControllingClient, | ||
146 | m_presence.GenerateClientFlags(part.UUID)); | ||
147 | |||
148 | // We'll update to the part's timestamp rather than | ||
149 | // the current time to avoid the race condition | ||
150 | // whereby the next tick occurs while we are doing | ||
151 | // this update. If this happened, then subsequent | ||
152 | // updates which occurred on the same tick or the | ||
153 | // next tick of the last update would be ignored. | ||
154 | update.LastFullUpdateTime = part.TimeStampFull; | ||
155 | } | ||
156 | else if (update.LastTerseUpdateTime <= part.TimeStampTerse) | ||
157 | { | ||
158 | // m_log.DebugFormat( | ||
159 | // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}", | ||
160 | // part.Name, part.UUID, part.TimeStampTerse); | ||
161 | |||
162 | part.SendTerseUpdateToClient(m_presence.ControllingClient); | ||
163 | |||
164 | update.LastTerseUpdateTime = part.TimeStampTerse; | ||
165 | } | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | //never been sent to client before so do full update | ||
170 | ScenePartUpdate update = new ScenePartUpdate(); | ||
171 | update.FullID = part.UUID; | ||
172 | update.LastFullUpdateTime = part.TimeStampFull; | ||
173 | m_updateTimes.Add(part.UUID, update); | ||
174 | |||
175 | // Attachment handling | ||
176 | // | ||
177 | if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0) | ||
178 | { | ||
179 | if (part != part.ParentGroup.RootPart) | ||
180 | continue; | ||
181 | |||
182 | part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient); | ||
183 | continue; | ||
184 | } | ||
185 | |||
186 | part.SendFullUpdate(m_presence.ControllingClient, | ||
187 | m_presence.GenerateClientFlags(part.UUID)); | ||
188 | } | ||
189 | } | ||
190 | } | ||
191 | } | ||
192 | |||
193 | // public void Reset() | ||
194 | // { | ||
195 | // if (m_pendingObjects == null) | ||
196 | // return; | ||
197 | // | ||
198 | // lock (m_pendingObjects) | ||
199 | // { | ||
200 | // if (m_pendingObjects != null) | ||
201 | // { | ||
202 | // m_pendingObjects.Clear(); | ||
203 | // m_pendingObjects = null; | ||
204 | // } | ||
205 | // } | ||
206 | // } | ||
207 | |||
208 | public void Close() | ||
209 | { | ||
210 | lock (m_pendingObjects) | ||
211 | { | ||
212 | // We perform this under the m_pendingObjects lock in order to avoid a race condition with another | ||
213 | // thread on SendPrimUpdates() | ||
214 | IsEnabled = false; | ||
215 | |||
216 | lock (m_updateTimes) | ||
217 | { | ||
218 | m_updateTimes.Clear(); | ||
219 | } | ||
220 | |||
221 | lock (m_partsUpdateQueue) | ||
222 | { | ||
223 | m_partsUpdateQueue.Clear(); | ||
224 | } | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public int GetPendingObjectsCount() | ||
229 | { | ||
230 | if (m_pendingObjects != null) | ||
231 | lock (m_pendingObjects) | ||
232 | return m_pendingObjects.Count; | ||
233 | |||
234 | return 0; | ||
235 | } | ||
236 | |||
237 | public class ScenePartUpdate | ||
238 | { | ||
239 | public UUID FullID; | ||
240 | public uint LastFullUpdateTime; | ||
241 | public uint LastTerseUpdateTime; | ||
242 | |||
243 | public ScenePartUpdate() | ||
244 | { | ||
245 | FullID = UUID.Zero; | ||
246 | LastFullUpdateTime = 0; | ||
247 | LastTerseUpdateTime = 0; | ||
248 | } | ||
249 | } | ||
250 | } | ||
251 | } | ||