From e2c51a977d42822fe78ae0744117afb7bf509d35 Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Wed, 2 Nov 2011 14:59:00 -0700
Subject: Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP
consistently now. Also started working toward eliminating those calls to
ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside
SOP in favor of just setting properties on SOP and let SOP decide if an
update should be scheduled. This consolidates the update policy within SOP
and the client rather than everywhere that makes changes to SOP. Some places
forget to call update while others call it multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 101 +++++++++++----------
1 file changed, 51 insertions(+), 50 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b68cc9f..44f822c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -106,6 +106,13 @@ namespace OpenSim.Region.Framework.Scenes
SCULPT = 7
}
+ public enum UpdateRequired : byte
+ {
+ NONE = 0,
+ TERSE = 1,
+ FULL = 2
+ }
+
#endregion Enumerations
public class SceneObjectPart : IScriptHost, ISceneEntity
@@ -254,15 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_passTouches;
- ///
- /// Only used internally to schedule client updates.
- /// 0 - no update is scheduled
- /// 1 - terse update scheduled
- /// 2 - full update scheduled
- ///
- /// TODO - This should be an enumeration
- ///
- private byte m_updateFlag;
+ private UpdateRequired m_updateFlag;
private PhysicsActor m_physActor;
protected Vector3 m_acceleration;
@@ -884,7 +883,15 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- ///
+ /// Update angular velocity and schedule terse update.
+ public void UpdateAngularVelocity(Vector3 avel)
+ {
+ AngularVelocity = avel;
+ ScheduleTerseUpdate();
+ ParentGroup.HasGroupChanged = true;
+ }
+
+ /// Get or set angular velocity. Does not schedule update.
public Vector3 AngularVelocity
{
get
@@ -1023,8 +1030,8 @@ namespace OpenSim.Region.Framework.Scenes
TriggerScriptChangedEvent(Changed.SCALE);
}
}
-
- public byte UpdateFlag
+
+ public UpdateRequired UpdateFlag
{
get { return m_updateFlag; }
set { m_updateFlag = value; }
@@ -1309,9 +1316,9 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Clear all pending updates of parts to clients
///
- private void ClearUpdateSchedule()
+ public void ClearUpdateSchedule()
{
- m_updateFlag = 0;
+ UpdateFlag = UpdateRequired.NONE;
}
///
@@ -2829,7 +2836,7 @@ namespace OpenSim.Region.Framework.Scenes
TimeStampFull = (uint)timeNow;
}
- m_updateFlag = 2;
+ UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
@@ -2845,13 +2852,13 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentGroup == null)
return;
- if (m_updateFlag < 1)
+ if (UpdateFlag == UpdateRequired.NONE)
{
m_parentGroup.HasGroupChanged = true;
m_parentGroup.QueueForUpdateCheck();
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
- m_updateFlag = 1;
+ UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
@@ -3018,45 +3025,39 @@ namespace OpenSim.Region.Framework.Scenes
const float POSITION_TOLERANCE = 0.05f;
const int TIME_MS_TOLERANCE = 3000;
- if (m_updateFlag == 1)
+ switch (UpdateFlag)
{
- // Throw away duplicate or insignificant updates
- if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
- !Acceleration.Equals(m_lastAcceleration) ||
- !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
- Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
- !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
- !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
- Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
+ case UpdateRequired.TERSE:
{
- AddTerseUpdateToAllAvatars();
- ClearUpdateSchedule();
-
- // This causes the Scene to 'poll' physical objects every couple of frames
- // bad, so it's been replaced by an event driven method.
- //if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
- //{
- // Only send the constant terse updates on physical objects!
- //ScheduleTerseUpdate();
- //}
-
- // Update the "last" values
- m_lastPosition = OffsetPosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastTerseSent = Environment.TickCount;
+ // Throw away duplicate or insignificant updates
+ if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
+ !Acceleration.Equals(m_lastAcceleration) ||
+ !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
+ Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
+ !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
+ !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
+ Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
+ {
+ AddTerseUpdateToAllAvatars();
+ ClearUpdateSchedule();
+
+ // Update the "last" values
+ m_lastPosition = OffsetPosition;
+ m_lastRotation = RotationOffset;
+ m_lastVelocity = Velocity;
+ m_lastAcceleration = Acceleration;
+ m_lastAngularVelocity = AngularVelocity;
+ m_lastTerseSent = Environment.TickCount;
+ }
+ break;
}
- }
- else
- {
- if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
+ case UpdateRequired.FULL:
{
AddFullUpdateToAllAvatars();
- ClearUpdateSchedule();
+ break;
}
}
+
ClearUpdateSchedule();
}
@@ -3436,7 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
_groupID = groupID;
if (client != null)
SendPropertiesToClient(client);
- m_updateFlag = 2;
+ UpdateFlag = UpdateRequired.FULL;
}
///
--
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