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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneViewer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneViewer.cs | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs new file mode 100644 index 0000000..4e542b8 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs | |||
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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.Framework.Communications.Cache; | ||
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | using OpenSim.Region.Framework.Scenes.Types; | ||
37 | |||
38 | namespace OpenSim.Region.Framework.Scenes | ||
39 | { | ||
40 | public class SceneViewer : ISceneViewer | ||
41 | { | ||
42 | protected ScenePresence m_presence; | ||
43 | protected UpdateQueue m_partsUpdateQueue = new UpdateQueue(); | ||
44 | protected Queue<SceneObjectGroup> m_pendingObjects; | ||
45 | |||
46 | protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>(); | ||
47 | |||
48 | protected int m_maxPrimsPerFrame = 200; | ||
49 | |||
50 | public int MaxPrimsPerFrame | ||
51 | { | ||
52 | get { return m_maxPrimsPerFrame; } | ||
53 | set { m_maxPrimsPerFrame = value; } | ||
54 | } | ||
55 | |||
56 | public SceneViewer() | ||
57 | { | ||
58 | } | ||
59 | |||
60 | public SceneViewer(ScenePresence presence) | ||
61 | { | ||
62 | m_presence = presence; | ||
63 | } | ||
64 | |||
65 | /// <summary> | ||
66 | /// Add the part to the queue of parts for which we need to send an update to the client | ||
67 | /// </summary> | ||
68 | /// <param name="part"></param> | ||
69 | public void QueuePartForUpdate(SceneObjectPart part) | ||
70 | { | ||
71 | lock (m_partsUpdateQueue) | ||
72 | { | ||
73 | m_partsUpdateQueue.Enqueue(part); | ||
74 | } | ||
75 | } | ||
76 | |||
77 | public void SendPrimUpdates() | ||
78 | { | ||
79 | if (m_pendingObjects == null) | ||
80 | { | ||
81 | if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor)) | ||
82 | { | ||
83 | m_pendingObjects = new Queue<SceneObjectGroup>(); | ||
84 | |||
85 | List<EntityBase> ents = new List<EntityBase>(m_presence.Scene.Entities); | ||
86 | if (!m_presence.IsChildAgent) // Proximity sort makes no sense for | ||
87 | { // Child agents | ||
88 | ents.Sort(delegate(EntityBase a, EntityBase b) | ||
89 | { | ||
90 | return Vector3.Distance(m_presence.AbsolutePosition, a.AbsolutePosition).CompareTo(Vector3.Distance(m_presence.AbsolutePosition, b.AbsolutePosition)); | ||
91 | }); | ||
92 | } | ||
93 | |||
94 | foreach (EntityBase e in ents) | ||
95 | { | ||
96 | if (e is SceneObjectGroup) | ||
97 | m_pendingObjects.Enqueue((SceneObjectGroup)e); | ||
98 | } | ||
99 | } | ||
100 | } | ||
101 | |||
102 | while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < m_maxPrimsPerFrame) | ||
103 | { | ||
104 | SceneObjectGroup g = m_pendingObjects.Dequeue(); | ||
105 | |||
106 | // This is where we should check for draw distance | ||
107 | // do culling and stuff. Problem with that is that until | ||
108 | // we recheck in movement, that won't work right. | ||
109 | // So it's not implemented now. | ||
110 | // | ||
111 | |||
112 | // Don't even queue if we have sent this one | ||
113 | // | ||
114 | if (!m_updateTimes.ContainsKey(g.UUID)) | ||
115 | g.ScheduleFullUpdateToAvatar(m_presence); | ||
116 | } | ||
117 | |||
118 | while (m_partsUpdateQueue.Count > 0) | ||
119 | { | ||
120 | SceneObjectPart part = m_partsUpdateQueue.Dequeue(); | ||
121 | |||
122 | if (part.ParentGroup == null || part.ParentGroup.IsDeleted) | ||
123 | continue; | ||
124 | |||
125 | if (m_updateTimes.ContainsKey(part.UUID)) | ||
126 | { | ||
127 | ScenePartUpdate update = m_updateTimes[part.UUID]; | ||
128 | |||
129 | // We deal with the possibility that two updates occur at | ||
130 | // the same unix time at the update point itself. | ||
131 | |||
132 | if ((update.LastFullUpdateTime < part.TimeStampFull) || | ||
133 | part.IsAttachment) | ||
134 | { | ||
135 | // m_log.DebugFormat( | ||
136 | // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}", | ||
137 | // part.Name, part.UUID, part.TimeStampFull); | ||
138 | |||
139 | part.SendFullUpdate(m_presence.ControllingClient, | ||
140 | m_presence.GenerateClientFlags(part.UUID)); | ||
141 | |||
142 | // We'll update to the part's timestamp rather than | ||
143 | // the current time to avoid the race condition | ||
144 | // whereby the next tick occurs while we are doing | ||
145 | // this update. If this happened, then subsequent | ||
146 | // updates which occurred on the same tick or the | ||
147 | // next tick of the last update would be ignored. | ||
148 | |||
149 | update.LastFullUpdateTime = part.TimeStampFull; | ||
150 | |||
151 | } | ||
152 | else if (update.LastTerseUpdateTime <= part.TimeStampTerse) | ||
153 | { | ||
154 | // m_log.DebugFormat( | ||
155 | // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}", | ||
156 | // part.Name, part.UUID, part.TimeStampTerse); | ||
157 | |||
158 | part.SendTerseUpdateToClient(m_presence.ControllingClient); | ||
159 | |||
160 | update.LastTerseUpdateTime = part.TimeStampTerse; | ||
161 | } | ||
162 | } | ||
163 | else | ||
164 | { | ||
165 | //never been sent to client before so do full update | ||
166 | ScenePartUpdate update = new ScenePartUpdate(); | ||
167 | update.FullID = part.UUID; | ||
168 | update.LastFullUpdateTime = part.TimeStampFull; | ||
169 | m_updateTimes.Add(part.UUID, update); | ||
170 | |||
171 | // Attachment handling | ||
172 | // | ||
173 | if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0) | ||
174 | { | ||
175 | if (part != part.ParentGroup.RootPart) | ||
176 | continue; | ||
177 | |||
178 | part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient); | ||
179 | continue; | ||
180 | } | ||
181 | |||
182 | part.SendFullUpdate(m_presence.ControllingClient, | ||
183 | m_presence.GenerateClientFlags(part.UUID)); | ||
184 | } | ||
185 | } | ||
186 | |||
187 | m_presence.ControllingClient.FlushPrimUpdates(); | ||
188 | } | ||
189 | |||
190 | public void Reset() | ||
191 | { | ||
192 | lock (m_pendingObjects) | ||
193 | { | ||
194 | m_pendingObjects.Clear(); | ||
195 | m_pendingObjects = null; | ||
196 | } | ||
197 | } | ||
198 | |||
199 | public void Close() | ||
200 | { | ||
201 | lock (m_updateTimes) | ||
202 | { | ||
203 | m_updateTimes.Clear(); | ||
204 | } | ||
205 | lock (m_partsUpdateQueue) | ||
206 | { | ||
207 | m_partsUpdateQueue.Clear(); | ||
208 | } | ||
209 | Reset(); | ||
210 | } | ||
211 | |||
212 | public class ScenePartUpdate | ||
213 | { | ||
214 | public UUID FullID; | ||
215 | public uint LastFullUpdateTime; | ||
216 | public uint LastTerseUpdateTime; | ||
217 | |||
218 | public ScenePartUpdate() | ||
219 | { | ||
220 | FullID = UUID.Zero; | ||
221 | LastFullUpdateTime = 0; | ||
222 | LastTerseUpdateTime = 0; | ||
223 | } | ||
224 | } | ||
225 | } | ||
226 | } | ||