From 6885b7220c6f782034d7c0220762244adf00e3d3 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 28 Mar 2011 10:00:53 -0700
Subject: Implements adaptive queue management and fair queueing for improved
networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 353 ++++++++++++++-------
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 ++++-
2 files changed, 304 insertions(+), 120 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 2faffae..e9e1fa3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -49,6 +49,8 @@ using Timer = System.Timers.Timer;
using AssetLandmark = OpenSim.Framework.AssetLandmark;
using Nini.Config;
+using System.IO;
+
namespace OpenSim.Region.ClientStack.LindenUDP
{
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
@@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Used to adjust Sun Orbit values so Linden based viewers properly position sun
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
+ // First log file or time has expired, start writing to a new log file
+//
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+ public class QueueLogger
+ {
+ public Int32 start = 0;
+ public StreamWriter Log = null;
+ private Dictionary m_idMap = new Dictionary();
+
+ public QueueLogger()
+ {
+ DateTime now = DateTime.Now;
+ String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
+ Log = new StreamWriter(fname);
+
+ start = Util.EnvironmentTickCount();
+ }
+
+ public int LookupID(UUID uuid)
+ {
+ int localid;
+ if (! m_idMap.TryGetValue(uuid,out localid))
+ {
+ localid = m_idMap.Count + 1;
+ m_idMap[uuid] = localid;
+ }
+
+ return localid;
+ }
+ }
+
+ public static QueueLogger QueueLog = null;
+
+ // -----------------------------------------------------------------
+ public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
+ {
+ if (QueueLog == null)
+ QueueLog = new QueueLogger();
+
+ Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
+ lock(QueueLog)
+ {
+ int cid = QueueLog.LookupID(client);
+ int aid = QueueLog.LookupID(avatar);
+ QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
+ }
+ }
+
+ // -----------------------------------------------------------------
+ public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
+ {
+ if (QueueLog == null)
+ QueueLog = new QueueLogger();
+
+ Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
+ lock(QueueLog)
+ {
+ int cid = QueueLog.LookupID(client);
+ QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
+ }
+ }
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+//
+
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients
@@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Primitive Packet/Data Sending Methods
+
///
/// Generate one of the object update packets based on PrimUpdateFlags
/// and broadcast the packet to clients
///
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{
- double priority = m_prioritizer.GetUpdatePriority(this, entity);
+ //double priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
- m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
+ m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
+ private Int32 m_LastQueueFill = 0;
+ private uint m_maxUpdates = 0;
+
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>();
@@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>();
OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>();
- if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
+ if (maxUpdates <= 0)
+ {
+ m_maxUpdates = Int32.MaxValue;
+ }
+ else
+ {
+ if (m_maxUpdates == 0 || m_LastQueueFill == 0)
+ {
+ m_maxUpdates = (uint)maxUpdates;
+ }
+ else
+ {
+ if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
+ m_maxUpdates += 5;
+ else
+ m_maxUpdates = m_maxUpdates >> 1;
+ }
+ m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
+ }
+ m_LastQueueFill = Util.EnvironmentTickCount();
+
int updatesThisCall = 0;
+//
+// DEBUGGING CODE... REMOVE
+// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
+//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord)
{
float avgTimeDilation = 1.0f;
EntityUpdate update;
- while (updatesThisCall < maxUpdates)
+ Int32 timeinqueue; // this is just debugging code & can be dropped later
+
+ while (updatesThisCall < m_maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
- if (!m_entityUpdates.TryDequeue(out update))
+ if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
break;
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
+//
+// DEBUGGING CODE... REMOVE
+// if (update.Entity is ScenePresence)
+// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue);
+//
+
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
@@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
- // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
- // {
- // SceneObjectPart sop = (SceneObjectPart)update.Entity;
- // string text = sop.Text;
- // if (text.IndexOf("\n") >= 0)
- // text = text.Remove(text.IndexOf("\n"));
- //
- // if (m_attachmentsSent.Contains(sop.ParentID))
- // {
- //// m_log.DebugFormat(
- //// "[CLIENT]: Sending full info about attached prim {0} text {1}",
- //// sop.LocalId, text);
- //
- // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
- //
- // m_attachmentsSent.Add(sop.LocalId);
- // }
- // else
- // {
- // m_log.DebugFormat(
- // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
- // sop.LocalId, text, sop.ParentID);
- //
- // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
- // }
- // }
- // else
- // {
- objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
- // }
+ objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
}
}
else if (!canUseImproved)
@@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void ReprioritizeUpdates()
{
- //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
-
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
}
- private bool UpdatePriorityHandler(ref double priority, uint localID)
+ private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
{
- EntityBase entity;
- if (m_scene.Entities.TryGetValue(localID, out entity))
+ if (entity != null)
{
priority = m_prioritizer.GetUpdatePriority(this, entity);
+ return true;
}
- return priority != double.NaN;
+ return false;
}
public void FlushPrimUpdates()
{
- m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
+ m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
while (m_entityUpdates.Count > 0)
ProcessEntityUpdates(-1);
@@ -11713,86 +11792,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region PriorityQueue
public class PriorityQueue
{
- internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id);
+ internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
+
+ // Heap[0] for self updates
+ // Heap[1..12] for entity updates
- private MinHeap[] m_heaps = new MinHeap[1];
+ internal const uint m_numberOfQueues = 12;
+ private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues];
private Dictionary m_lookupTable;
- private Comparison m_comparison;
private object m_syncRoot = new object();
-
+ private uint m_nextQueue = 0;
+ private UInt64 m_nextRequest = 0;
+
internal PriorityQueue() :
- this(MinHeap.DEFAULT_CAPACITY, Comparer.Default) { }
- internal PriorityQueue(int capacity) :
- this(capacity, Comparer.Default) { }
- internal PriorityQueue(IComparer comparer) :
- this(new Comparison(comparer.Compare)) { }
- internal PriorityQueue(Comparison comparison) :
- this(MinHeap.DEFAULT_CAPACITY, comparison) { }
- internal PriorityQueue(int capacity, IComparer comparer) :
- this(capacity, new Comparison(comparer.Compare)) { }
- internal PriorityQueue(int capacity, Comparison comparison)
+ this(MinHeap.DEFAULT_CAPACITY) { }
+ internal PriorityQueue(int capacity)
{
m_lookupTable = new Dictionary(capacity);
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap(capacity);
- this.m_comparison = comparison;
}
public object SyncRoot { get { return this.m_syncRoot; } }
+
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
- count = m_heaps[i].Count;
+ count += m_heaps[i].Count;
return count;
}
}
- public bool Enqueue(double priority, EntityUpdate value, uint local_id)
+ public bool Enqueue(uint pqueue, EntityUpdate value)
{
- LookupItem item;
+ LookupItem lookup;
- if (m_lookupTable.TryGetValue(local_id, out item))
+ uint localid = value.Entity.LocalId;
+ UInt64 entry = m_nextRequest++;
+ if (m_lookupTable.TryGetValue(localid, out lookup))
{
- // Combine flags
- value.Flags |= item.Heap[item.Handle].Value.Flags;
-
- item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison);
- return false;
- }
- else
- {
- item.Heap = m_heaps[0];
- item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle);
- m_lookupTable.Add(local_id, item);
- return true;
+ entry = lookup.Heap[lookup.Handle].EntryOrder;
+ value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
+ lookup.Heap.Remove(lookup.Handle);
}
- }
- internal EntityUpdate Peek()
- {
- for (int i = 0; i < m_heaps.Length; ++i)
- if (m_heaps[i].Count > 0)
- return m_heaps[i].Min().Value;
- throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString()));
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ lookup.Heap = m_heaps[pqueue];
+ lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
+ m_lookupTable[localid] = lookup;
+
+ return true;
}
- internal bool TryDequeue(out EntityUpdate value)
+ internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
- for (int i = 0; i < m_heaps.Length; ++i)
+ for (int i = 0; i < m_numberOfQueues; ++i)
{
- if (m_heaps[i].Count > 0)
+ // To get the fair queing, we cycle through each of the
+ // queues when finding an element to dequeue, this code
+ // assumes that the distribution of updates in the queues
+ // is polynomial, probably quadractic (eg distance of PI * R^2)
+ uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
+ if (m_heaps[h].Count > 0)
{
- MinHeapItem item = m_heaps[i].RemoveMin();
- m_lookupTable.Remove(item.LocalID);
+ m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
+
+ MinHeapItem item = m_heaps[h].RemoveMin();
+ m_lookupTable.Remove(item.Value.Entity.LocalId);
+ timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
+
return true;
}
}
+ timeinqueue = 0;
value = default(EntityUpdate);
return false;
}
@@ -11800,68 +11878,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
internal void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
- double priority;
-
foreach (LookupItem lookup in new List(this.m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
- priority = item.Priority;
- if (handler(ref priority, item.LocalID))
+ uint pqueue = item.PriorityQueue;
+ uint localid = item.Value.Entity.LocalId;
+
+ if (handler(ref pqueue, item.Value.Entity))
{
- if (lookup.Heap.ContainsHandle(lookup.Handle))
- lookup.Heap[lookup.Handle] =
- new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison);
+ // unless the priority queue has changed, there is no need to modify
+ // the entry
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ if (pqueue != item.PriorityQueue)
+ {
+ lookup.Heap.Remove(lookup.Handle);
+
+ LookupItem litem = lookup;
+ litem.Heap = m_heaps[pqueue];
+ litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
+ m_lookupTable[localid] = litem;
+ }
}
else
{
- m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update");
+ m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
- this.m_lookupTable.Remove(item.LocalID);
+ this.m_lookupTable.Remove(localid);
}
}
}
}
+ public override string ToString()
+ {
+ string s = "";
+ for (int i = 0; i < m_numberOfQueues; i++)
+ {
+ if (s != "") s += ",";
+ s += m_heaps[i].Count.ToString();
+ }
+ return s;
+ }
+
#region MinHeapItem
private struct MinHeapItem : IComparable
{
- private double priority;
private EntityUpdate value;
- private uint local_id;
- private Comparison comparison;
+ internal EntityUpdate Value {
+ get {
+ return this.value;
+ }
+ }
+
+ private uint pqueue;
+ internal uint PriorityQueue {
+ get {
+ return this.pqueue;
+ }
+ }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id) :
- this(priority, value, local_id, Comparer.Default) { }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer comparer) :
- this(priority, value, local_id, new Comparison(comparer.Compare)) { }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison comparison)
+ private Int32 entrytime;
+ internal Int32 EntryTime {
+ get {
+ return this.entrytime;
+ }
+ }
+
+ private UInt64 entryorder;
+ internal UInt64 EntryOrder
{
- this.priority = priority;
+ get {
+ return this.entryorder;
+ }
+ }
+
+ internal MinHeapItem(uint pqueue, MinHeapItem other)
+ {
+ this.entrytime = other.entrytime;
+ this.entryorder = other.entryorder;
+ this.value = other.value;
+ this.pqueue = pqueue;
+ }
+
+ internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
+ {
+ this.entrytime = Util.EnvironmentTickCount();
+ this.entryorder = entryorder;
this.value = value;
- this.local_id = local_id;
- this.comparison = comparison;
+ this.pqueue = pqueue;
}
- internal double Priority { get { return this.priority; } }
- internal EntityUpdate Value { get { return this.value; } }
- internal uint LocalID { get { return this.local_id; } }
-
public override string ToString()
{
- StringBuilder sb = new StringBuilder();
- sb.Append("[");
- sb.Append(this.priority.ToString());
- sb.Append(",");
- if (this.value != null)
- sb.Append(this.value.ToString());
- sb.Append("]");
- return sb.ToString();
+ return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
}
public int CompareTo(MinHeapItem other)
{
- return this.comparison(this.priority, other.priority);
+ // I'm assuming that the root part of an SOG is added to the update queue
+ // before the component parts
+ return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder);
}
}
#endregion
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..2764b05 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes
public class Prioritizer
{
-// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+ private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
///
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
@@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
}
- public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
+//
+ public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
+ {
+ if (entity == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
+ throw new InvalidOperationException("Prioritization entity not defined");
+ }
+
+ // If this is an update for our own avatar give it the highest priority
+ if (client.AgentId == entity.UUID)
+ return 0;
+
+ // Get this agent's position
+ ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
+ if (presence == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
+ throw new InvalidOperationException("Prioritization agent not defined");
+ }
+
+ // Use group position for child prims
+ Vector3 entityPos = entity.AbsolutePosition;
+ if (entity is SceneObjectPart)
+ {
+ SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
+ if (group != null)
+ entityPos = group.AbsolutePosition;
+ }
+
+ // Use the camera position for local agents and avatar position for remote agents
+ Vector3 presencePos = (presence.IsChildAgent) ?
+ presence.AbsolutePosition :
+ presence.CameraPosition;
+
+ // Compute the distance...
+ double distance = Vector3.Distance(presencePos, entityPos);
+
+ // And convert the distance to a priority queue, this computation gives queues
+ // at 10, 20, 40, 80, 160, 320, 640, and 1280m
+ uint pqueue = 1;
+ for (int i = 0; i < 8; i++)
+ {
+ if (distance < 10 * Math.Pow(2.0,i))
+ break;
+ pqueue++;
+ }
+
+ // If this is a root agent, then determine front & back
+ // Bump up the priority queue for any objects behind the avatar
+ if (! presence.IsChildAgent)
+ {
+ // Root agent, decrease priority for objects behind us
+ Vector3 camPosition = presence.CameraPosition;
+ Vector3 camAtAxis = presence.CameraAtAxis;
+
+ // Plane equation
+ float d = -Vector3.Dot(camPosition, camAtAxis);
+ float p = Vector3.Dot(camAtAxis, entityPos) + d;
+ if (p < 0.0f)
+ pqueue++;
+ }
+
+ return pqueue;
+ }
+//
+
+ public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
double priority = 0;
--
cgit v1.1
From 15c4bbea59066c5d5ed3d76d253a096788ac295a Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 4 Apr 2011 13:19:45 -0700
Subject: Fixed the prioritizer functions for the new priority queues
---
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 292 +++++++------------------
1 file changed, 82 insertions(+), 210 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 2764b05..a14bb70 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -60,15 +60,6 @@ namespace OpenSim.Region.Framework.Scenes
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- ///
- /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
- /// viewer before child prim updates.
- /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
- /// being double. We do it both ways so that there is a still a priority delta even if the priority is already
- /// double.MinValue or double.MaxValue.
- ///
- private double m_childPrimAdjustmentFactor = 0.05;
-
private Scene m_scene;
public Prioritizer(Scene scene)
@@ -76,9 +67,19 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
}
-//
+ ///
+ /// Returns the priority queue into which the update should be placed. Updates within a
+ /// queue will be processed in arrival order. There are currently 12 priority queues
+ /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
+ /// for avatar updates. The fair queuing discipline for processing the priority queues
+ /// assumes that the number of entities in each priority queues increases exponentially.
+ /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
+ /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
+ /// of updates.
+ ///
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
+ // If entity is null we have a serious problem
if (entity == null)
{
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
@@ -89,71 +90,12 @@ namespace OpenSim.Region.Framework.Scenes
if (client.AgentId == entity.UUID)
return 0;
- // Get this agent's position
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence == null)
- {
- m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
- throw new InvalidOperationException("Prioritization agent not defined");
- }
-
- // Use group position for child prims
- Vector3 entityPos = entity.AbsolutePosition;
- if (entity is SceneObjectPart)
- {
- SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
- if (group != null)
- entityPos = group.AbsolutePosition;
- }
-
- // Use the camera position for local agents and avatar position for remote agents
- Vector3 presencePos = (presence.IsChildAgent) ?
- presence.AbsolutePosition :
- presence.CameraPosition;
-
- // Compute the distance...
- double distance = Vector3.Distance(presencePos, entityPos);
-
- // And convert the distance to a priority queue, this computation gives queues
- // at 10, 20, 40, 80, 160, 320, 640, and 1280m
- uint pqueue = 1;
- for (int i = 0; i < 8; i++)
- {
- if (distance < 10 * Math.Pow(2.0,i))
- break;
- pqueue++;
- }
-
- // If this is a root agent, then determine front & back
- // Bump up the priority queue for any objects behind the avatar
- if (! presence.IsChildAgent)
- {
- // Root agent, decrease priority for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f)
- pqueue++;
- }
-
- return pqueue;
- }
-//
-
- public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
- {
- double priority = 0;
-
- if (entity == null)
- return 100000;
+ uint priority;
switch (m_scene.UpdatePrioritizationScheme)
{
case UpdatePrioritizationSchemes.Time:
- priority = GetPriorityByTime();
+ priority = GetPriorityByTime(client, entity);
break;
case UpdatePrioritizationSchemes.Distance:
priority = GetPriorityByDistance(client, entity);
@@ -171,180 +113,110 @@ namespace OpenSim.Region.Framework.Scenes
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
- // Adjust priority so that root prims are sent to the viewer first. This is especially important for
- // attachments acting as huds, since current viewers fail to display hud child prims if their updates
- // arrive before the root one.
- if (entity is SceneObjectPart)
- {
- SceneObjectPart sop = ((SceneObjectPart)entity);
-
- if (sop.IsRoot)
- {
- if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
- priority -= m_childPrimAdjustmentFactor;
- }
- else
- {
- if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
- priority += m_childPrimAdjustmentFactor;
- }
- }
-
return priority;
}
- private double GetPriorityByTime()
+
+ private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
{
- return DateTime.UtcNow.ToOADate();
+ return 1;
}
- private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
+ private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
{
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence != null)
- {
- // If this is an update for our own avatar give it the highest priority
- if (presence == entity)
- return 0.0;
-
- // Use the camera position for local agents and avatar position for remote agents
- Vector3 presencePos = (presence.IsChildAgent) ?
- presence.AbsolutePosition :
- presence.CameraPosition;
-
- // Use group position for child prims
- Vector3 entityPos;
- if (entity is SceneObjectPart)
- {
- // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
- // before its scheduled update was triggered
- //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
- entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
- }
- else
- {
- entityPos = entity.AbsolutePosition;
- }
-
- return Vector3.DistanceSquared(presencePos, entityPos);
- }
-
- return double.NaN;
+ return ComputeDistancePriority(client,entity,false);
+ }
+
+ private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
+ {
+ return ComputeDistancePriority(client,entity,true);
}
- private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
+ private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
+ uint pqueue = ComputeDistancePriority(client,entity,true);
+
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
- // If this is an update for our own avatar give it the highest priority
- if (presence == entity)
- return 0.0;
-
- // Use group position for child prims
- Vector3 entityPos = entity.AbsolutePosition;
- if (entity is SceneObjectPart)
- {
- // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
- // before its scheduled update was triggered
- //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
- entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
- }
- else
- {
- entityPos = entity.AbsolutePosition;
- }
-
if (!presence.IsChildAgent)
{
- // Root agent. Use distance from camera and a priority decrease for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Distance
- double priority = Vector3.DistanceSquared(camPosition, entityPos);
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f) priority *= 2.0;
-
- return priority;
- }
- else
- {
- // Child agent. Use the normal distance method
- Vector3 presencePos = presence.AbsolutePosition;
+ if (entity is SceneObjectPart)
+ {
+ // Non physical prims are lower priority than physical prims
+ PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
+ if (physActor == null || !physActor.IsPhysical)
+ pqueue++;
- return Vector3.DistanceSquared(presencePos, entityPos);
+ // Attachments are high priority,
+ // MIC: shouldn't these already be in the highest priority queue already
+ // since their root position is same as the avatars?
+ if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
+ pqueue = 1;
+ }
}
}
- return double.NaN;
+ return pqueue;
}
- private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
+ private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
{
- // If this is an update for our own avatar give it the highest priority
- if (client.AgentId == entity.UUID)
- return 0.0;
- if (entity == null)
- return double.NaN;
-
- // Use group position for child prims
+ // Get this agent's position
+ ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
+ if (presence == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
+ throw new InvalidOperationException("Prioritization agent not defined");
+ }
+
+ // Use group position for child prims, since we are putting child prims in
+ // the same queue with the root of the group, the root prim (which goes into
+ // the queue first) should always be sent first, no need to adjust child prim
+ // priorities
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
if (group != null)
entityPos = group.AbsolutePosition;
- else
- entityPos = entity.AbsolutePosition;
}
- else
- entityPos = entity.AbsolutePosition;
-
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence != null)
- {
- if (!presence.IsChildAgent)
- {
- if (entity is ScenePresence)
- return 1.0;
- // Root agent. Use distance from camera and a priority decrease for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Distance
- double priority = Vector3.DistanceSquared(camPosition, entityPos);
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f) priority *= 2.0;
+ // Use the camera position for local agents and avatar position for remote agents
+ Vector3 presencePos = (presence.IsChildAgent) ?
+ presence.AbsolutePosition :
+ presence.CameraPosition;
- if (entity is SceneObjectPart)
- {
- PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
- if (physActor == null || !physActor.IsPhysical)
- priority += 100;
+ // Compute the distance...
+ double distance = Vector3.Distance(presencePos, entityPos);
- if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
- priority = 1.0;
- }
- return priority;
- }
- else
- {
- // Child agent. Use the normal distance method
- Vector3 presencePos = presence.AbsolutePosition;
+ // And convert the distance to a priority queue, this computation gives queues
+ // at 10, 20, 40, 80, 160, 320, 640, and 1280m
+ uint pqueue = 1;
+ for (int i = 0; i < 8; i++)
+ {
+ if (distance < 10 * Math.Pow(2.0,i))
+ break;
+ pqueue++;
+ }
+
+ // If this is a root agent, then determine front & back
+ // Bump up the priority queue (drop the priority) for any objects behind the avatar
+ if (useFrontBack && ! presence.IsChildAgent)
+ {
+ // Root agent, decrease priority for objects behind us
+ Vector3 camPosition = presence.CameraPosition;
+ Vector3 camAtAxis = presence.CameraAtAxis;
- return Vector3.DistanceSquared(presencePos, entityPos);
- }
+ // Plane equation
+ float d = -Vector3.Dot(camPosition, camAtAxis);
+ float p = Vector3.Dot(camAtAxis, entityPos) + d;
+ if (p < 0.0f)
+ pqueue++;
}
- return double.NaN;
+ return pqueue;
}
+
}
}
--
cgit v1.1
From 8b134f37f2c8cc7895153af2fdc79e785f3b93e2 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 4 Apr 2011 14:18:26 -0700
Subject: Fix a bug in the computation of the RTO. Basically... the RTO (the
time to wait to retransmit packets) always maxed out (no retransmissions for
24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
---
OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 65a8fe3..9a8bfd3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Caches packed throttle information
private byte[] m_packedThrottles;
- private int m_defaultRTO = 3000;
+ private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
private int m_maxRTO = 60000;
///
@@ -557,7 +557,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
// Clamp the retransmission timeout to manageable values
- rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
+ rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
RTO = rto;
--
cgit v1.1
From 77cf9405de10f016d85d67b6016ed27d28ed898f Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 28 Mar 2011 10:00:53 -0700
Subject: Implements adaptive queue management and fair queueing for improved
networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 353 ++++++++++++++-------
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 ++++-
2 files changed, 304 insertions(+), 120 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 34d72ac..a3f2c15 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -49,6 +49,8 @@ using Timer = System.Timers.Timer;
using AssetLandmark = OpenSim.Framework.AssetLandmark;
using Nini.Config;
+using System.IO;
+
namespace OpenSim.Region.ClientStack.LindenUDP
{
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
@@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Used to adjust Sun Orbit values so Linden based viewers properly position sun
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
+ // First log file or time has expired, start writing to a new log file
+//
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+ public class QueueLogger
+ {
+ public Int32 start = 0;
+ public StreamWriter Log = null;
+ private Dictionary m_idMap = new Dictionary();
+
+ public QueueLogger()
+ {
+ DateTime now = DateTime.Now;
+ String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
+ Log = new StreamWriter(fname);
+
+ start = Util.EnvironmentTickCount();
+ }
+
+ public int LookupID(UUID uuid)
+ {
+ int localid;
+ if (! m_idMap.TryGetValue(uuid,out localid))
+ {
+ localid = m_idMap.Count + 1;
+ m_idMap[uuid] = localid;
+ }
+
+ return localid;
+ }
+ }
+
+ public static QueueLogger QueueLog = null;
+
+ // -----------------------------------------------------------------
+ public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
+ {
+ if (QueueLog == null)
+ QueueLog = new QueueLogger();
+
+ Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
+ lock(QueueLog)
+ {
+ int cid = QueueLog.LookupID(client);
+ int aid = QueueLog.LookupID(avatar);
+ QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
+ }
+ }
+
+ // -----------------------------------------------------------------
+ public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
+ {
+ if (QueueLog == null)
+ QueueLog = new QueueLogger();
+
+ Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
+ lock(QueueLog)
+ {
+ int cid = QueueLog.LookupID(client);
+ QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
+ }
+ }
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+// -----------------------------------------------------------------
+//
+
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients
@@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Primitive Packet/Data Sending Methods
+
///
/// Generate one of the object update packets based on PrimUpdateFlags
/// and broadcast the packet to clients
///
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{
- double priority = m_prioritizer.GetUpdatePriority(this, entity);
+ //double priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
- m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
+ m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
+ private Int32 m_LastQueueFill = 0;
+ private uint m_maxUpdates = 0;
+
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>();
@@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>();
OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>();
- if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
+ if (maxUpdates <= 0)
+ {
+ m_maxUpdates = Int32.MaxValue;
+ }
+ else
+ {
+ if (m_maxUpdates == 0 || m_LastQueueFill == 0)
+ {
+ m_maxUpdates = (uint)maxUpdates;
+ }
+ else
+ {
+ if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
+ m_maxUpdates += 5;
+ else
+ m_maxUpdates = m_maxUpdates >> 1;
+ }
+ m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
+ }
+ m_LastQueueFill = Util.EnvironmentTickCount();
+
int updatesThisCall = 0;
+//
+// DEBUGGING CODE... REMOVE
+// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
+//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord)
{
float avgTimeDilation = 1.0f;
EntityUpdate update;
- while (updatesThisCall < maxUpdates)
+ Int32 timeinqueue; // this is just debugging code & can be dropped later
+
+ while (updatesThisCall < m_maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
- if (!m_entityUpdates.TryDequeue(out update))
+ if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
break;
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
+//
+// DEBUGGING CODE... REMOVE
+// if (update.Entity is ScenePresence)
+// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue);
+//
+
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
@@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
- // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
- // {
- // SceneObjectPart sop = (SceneObjectPart)update.Entity;
- // string text = sop.Text;
- // if (text.IndexOf("\n") >= 0)
- // text = text.Remove(text.IndexOf("\n"));
- //
- // if (m_attachmentsSent.Contains(sop.ParentID))
- // {
- //// m_log.DebugFormat(
- //// "[CLIENT]: Sending full info about attached prim {0} text {1}",
- //// sop.LocalId, text);
- //
- // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
- //
- // m_attachmentsSent.Add(sop.LocalId);
- // }
- // else
- // {
- // m_log.DebugFormat(
- // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
- // sop.LocalId, text, sop.ParentID);
- //
- // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
- // }
- // }
- // else
- // {
- objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
- // }
+ objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
}
}
else if (!canUseImproved)
@@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void ReprioritizeUpdates()
{
- //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
-
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
}
- private bool UpdatePriorityHandler(ref double priority, uint localID)
+ private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
{
- EntityBase entity;
- if (m_scene.Entities.TryGetValue(localID, out entity))
+ if (entity != null)
{
priority = m_prioritizer.GetUpdatePriority(this, entity);
+ return true;
}
- return priority != double.NaN;
+ return false;
}
public void FlushPrimUpdates()
{
- m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
+ m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
while (m_entityUpdates.Count > 0)
ProcessEntityUpdates(-1);
@@ -11729,86 +11808,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region PriorityQueue
public class PriorityQueue
{
- internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id);
+ internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
+
+ // Heap[0] for self updates
+ // Heap[1..12] for entity updates
- private MinHeap[] m_heaps = new MinHeap[1];
+ internal const uint m_numberOfQueues = 12;
+ private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues];
private Dictionary m_lookupTable;
- private Comparison m_comparison;
private object m_syncRoot = new object();
-
+ private uint m_nextQueue = 0;
+ private UInt64 m_nextRequest = 0;
+
internal PriorityQueue() :
- this(MinHeap.DEFAULT_CAPACITY, Comparer.Default) { }
- internal PriorityQueue(int capacity) :
- this(capacity, Comparer.Default) { }
- internal PriorityQueue(IComparer comparer) :
- this(new Comparison(comparer.Compare)) { }
- internal PriorityQueue(Comparison comparison) :
- this(MinHeap.DEFAULT_CAPACITY, comparison) { }
- internal PriorityQueue(int capacity, IComparer comparer) :
- this(capacity, new Comparison(comparer.Compare)) { }
- internal PriorityQueue(int capacity, Comparison comparison)
+ this(MinHeap.DEFAULT_CAPACITY) { }
+ internal PriorityQueue(int capacity)
{
m_lookupTable = new Dictionary(capacity);
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap(capacity);
- this.m_comparison = comparison;
}
public object SyncRoot { get { return this.m_syncRoot; } }
+
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
- count = m_heaps[i].Count;
+ count += m_heaps[i].Count;
return count;
}
}
- public bool Enqueue(double priority, EntityUpdate value, uint local_id)
+ public bool Enqueue(uint pqueue, EntityUpdate value)
{
- LookupItem item;
+ LookupItem lookup;
- if (m_lookupTable.TryGetValue(local_id, out item))
+ uint localid = value.Entity.LocalId;
+ UInt64 entry = m_nextRequest++;
+ if (m_lookupTable.TryGetValue(localid, out lookup))
{
- // Combine flags
- value.Flags |= item.Heap[item.Handle].Value.Flags;
-
- item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison);
- return false;
- }
- else
- {
- item.Heap = m_heaps[0];
- item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle);
- m_lookupTable.Add(local_id, item);
- return true;
+ entry = lookup.Heap[lookup.Handle].EntryOrder;
+ value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
+ lookup.Heap.Remove(lookup.Handle);
}
- }
- internal EntityUpdate Peek()
- {
- for (int i = 0; i < m_heaps.Length; ++i)
- if (m_heaps[i].Count > 0)
- return m_heaps[i].Min().Value;
- throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString()));
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ lookup.Heap = m_heaps[pqueue];
+ lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
+ m_lookupTable[localid] = lookup;
+
+ return true;
}
- internal bool TryDequeue(out EntityUpdate value)
+ internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
- for (int i = 0; i < m_heaps.Length; ++i)
+ for (int i = 0; i < m_numberOfQueues; ++i)
{
- if (m_heaps[i].Count > 0)
+ // To get the fair queing, we cycle through each of the
+ // queues when finding an element to dequeue, this code
+ // assumes that the distribution of updates in the queues
+ // is polynomial, probably quadractic (eg distance of PI * R^2)
+ uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
+ if (m_heaps[h].Count > 0)
{
- MinHeapItem item = m_heaps[i].RemoveMin();
- m_lookupTable.Remove(item.LocalID);
+ m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
+
+ MinHeapItem item = m_heaps[h].RemoveMin();
+ m_lookupTable.Remove(item.Value.Entity.LocalId);
+ timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
+
return true;
}
}
+ timeinqueue = 0;
value = default(EntityUpdate);
return false;
}
@@ -11816,68 +11894,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
internal void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
- double priority;
-
foreach (LookupItem lookup in new List(this.m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
- priority = item.Priority;
- if (handler(ref priority, item.LocalID))
+ uint pqueue = item.PriorityQueue;
+ uint localid = item.Value.Entity.LocalId;
+
+ if (handler(ref pqueue, item.Value.Entity))
{
- if (lookup.Heap.ContainsHandle(lookup.Handle))
- lookup.Heap[lookup.Handle] =
- new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison);
+ // unless the priority queue has changed, there is no need to modify
+ // the entry
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ if (pqueue != item.PriorityQueue)
+ {
+ lookup.Heap.Remove(lookup.Handle);
+
+ LookupItem litem = lookup;
+ litem.Heap = m_heaps[pqueue];
+ litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
+ m_lookupTable[localid] = litem;
+ }
}
else
{
- m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update");
+ m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
- this.m_lookupTable.Remove(item.LocalID);
+ this.m_lookupTable.Remove(localid);
}
}
}
}
+ public override string ToString()
+ {
+ string s = "";
+ for (int i = 0; i < m_numberOfQueues; i++)
+ {
+ if (s != "") s += ",";
+ s += m_heaps[i].Count.ToString();
+ }
+ return s;
+ }
+
#region MinHeapItem
private struct MinHeapItem : IComparable
{
- private double priority;
private EntityUpdate value;
- private uint local_id;
- private Comparison comparison;
+ internal EntityUpdate Value {
+ get {
+ return this.value;
+ }
+ }
+
+ private uint pqueue;
+ internal uint PriorityQueue {
+ get {
+ return this.pqueue;
+ }
+ }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id) :
- this(priority, value, local_id, Comparer.Default) { }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer comparer) :
- this(priority, value, local_id, new Comparison(comparer.Compare)) { }
- internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison comparison)
+ private Int32 entrytime;
+ internal Int32 EntryTime {
+ get {
+ return this.entrytime;
+ }
+ }
+
+ private UInt64 entryorder;
+ internal UInt64 EntryOrder
{
- this.priority = priority;
+ get {
+ return this.entryorder;
+ }
+ }
+
+ internal MinHeapItem(uint pqueue, MinHeapItem other)
+ {
+ this.entrytime = other.entrytime;
+ this.entryorder = other.entryorder;
+ this.value = other.value;
+ this.pqueue = pqueue;
+ }
+
+ internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
+ {
+ this.entrytime = Util.EnvironmentTickCount();
+ this.entryorder = entryorder;
this.value = value;
- this.local_id = local_id;
- this.comparison = comparison;
+ this.pqueue = pqueue;
}
- internal double Priority { get { return this.priority; } }
- internal EntityUpdate Value { get { return this.value; } }
- internal uint LocalID { get { return this.local_id; } }
-
public override string ToString()
{
- StringBuilder sb = new StringBuilder();
- sb.Append("[");
- sb.Append(this.priority.ToString());
- sb.Append(",");
- if (this.value != null)
- sb.Append(this.value.ToString());
- sb.Append("]");
- return sb.ToString();
+ return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
}
public int CompareTo(MinHeapItem other)
{
- return this.comparison(this.priority, other.priority);
+ // I'm assuming that the root part of an SOG is added to the update queue
+ // before the component parts
+ return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder);
}
}
#endregion
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..2764b05 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes
public class Prioritizer
{
-// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+ private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
///
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
@@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
}
- public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
+//
+ public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
+ {
+ if (entity == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
+ throw new InvalidOperationException("Prioritization entity not defined");
+ }
+
+ // If this is an update for our own avatar give it the highest priority
+ if (client.AgentId == entity.UUID)
+ return 0;
+
+ // Get this agent's position
+ ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
+ if (presence == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
+ throw new InvalidOperationException("Prioritization agent not defined");
+ }
+
+ // Use group position for child prims
+ Vector3 entityPos = entity.AbsolutePosition;
+ if (entity is SceneObjectPart)
+ {
+ SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
+ if (group != null)
+ entityPos = group.AbsolutePosition;
+ }
+
+ // Use the camera position for local agents and avatar position for remote agents
+ Vector3 presencePos = (presence.IsChildAgent) ?
+ presence.AbsolutePosition :
+ presence.CameraPosition;
+
+ // Compute the distance...
+ double distance = Vector3.Distance(presencePos, entityPos);
+
+ // And convert the distance to a priority queue, this computation gives queues
+ // at 10, 20, 40, 80, 160, 320, 640, and 1280m
+ uint pqueue = 1;
+ for (int i = 0; i < 8; i++)
+ {
+ if (distance < 10 * Math.Pow(2.0,i))
+ break;
+ pqueue++;
+ }
+
+ // If this is a root agent, then determine front & back
+ // Bump up the priority queue for any objects behind the avatar
+ if (! presence.IsChildAgent)
+ {
+ // Root agent, decrease priority for objects behind us
+ Vector3 camPosition = presence.CameraPosition;
+ Vector3 camAtAxis = presence.CameraAtAxis;
+
+ // Plane equation
+ float d = -Vector3.Dot(camPosition, camAtAxis);
+ float p = Vector3.Dot(camAtAxis, entityPos) + d;
+ if (p < 0.0f)
+ pqueue++;
+ }
+
+ return pqueue;
+ }
+//
+
+ public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
double priority = 0;
--
cgit v1.1
From 0bd06d8ba85595a1707d2093a08a901b950ca120 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 4 Apr 2011 13:19:45 -0700
Subject: Fixed the prioritizer functions for the new priority queues
---
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 292 +++++++------------------
1 file changed, 82 insertions(+), 210 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 2764b05..a14bb70 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -60,15 +60,6 @@ namespace OpenSim.Region.Framework.Scenes
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- ///
- /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
- /// viewer before child prim updates.
- /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
- /// being double. We do it both ways so that there is a still a priority delta even if the priority is already
- /// double.MinValue or double.MaxValue.
- ///
- private double m_childPrimAdjustmentFactor = 0.05;
-
private Scene m_scene;
public Prioritizer(Scene scene)
@@ -76,9 +67,19 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
}
-//
+ ///
+ /// Returns the priority queue into which the update should be placed. Updates within a
+ /// queue will be processed in arrival order. There are currently 12 priority queues
+ /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
+ /// for avatar updates. The fair queuing discipline for processing the priority queues
+ /// assumes that the number of entities in each priority queues increases exponentially.
+ /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
+ /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
+ /// of updates.
+ ///
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
+ // If entity is null we have a serious problem
if (entity == null)
{
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
@@ -89,71 +90,12 @@ namespace OpenSim.Region.Framework.Scenes
if (client.AgentId == entity.UUID)
return 0;
- // Get this agent's position
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence == null)
- {
- m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
- throw new InvalidOperationException("Prioritization agent not defined");
- }
-
- // Use group position for child prims
- Vector3 entityPos = entity.AbsolutePosition;
- if (entity is SceneObjectPart)
- {
- SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
- if (group != null)
- entityPos = group.AbsolutePosition;
- }
-
- // Use the camera position for local agents and avatar position for remote agents
- Vector3 presencePos = (presence.IsChildAgent) ?
- presence.AbsolutePosition :
- presence.CameraPosition;
-
- // Compute the distance...
- double distance = Vector3.Distance(presencePos, entityPos);
-
- // And convert the distance to a priority queue, this computation gives queues
- // at 10, 20, 40, 80, 160, 320, 640, and 1280m
- uint pqueue = 1;
- for (int i = 0; i < 8; i++)
- {
- if (distance < 10 * Math.Pow(2.0,i))
- break;
- pqueue++;
- }
-
- // If this is a root agent, then determine front & back
- // Bump up the priority queue for any objects behind the avatar
- if (! presence.IsChildAgent)
- {
- // Root agent, decrease priority for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f)
- pqueue++;
- }
-
- return pqueue;
- }
-//
-
- public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
- {
- double priority = 0;
-
- if (entity == null)
- return 100000;
+ uint priority;
switch (m_scene.UpdatePrioritizationScheme)
{
case UpdatePrioritizationSchemes.Time:
- priority = GetPriorityByTime();
+ priority = GetPriorityByTime(client, entity);
break;
case UpdatePrioritizationSchemes.Distance:
priority = GetPriorityByDistance(client, entity);
@@ -171,180 +113,110 @@ namespace OpenSim.Region.Framework.Scenes
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
- // Adjust priority so that root prims are sent to the viewer first. This is especially important for
- // attachments acting as huds, since current viewers fail to display hud child prims if their updates
- // arrive before the root one.
- if (entity is SceneObjectPart)
- {
- SceneObjectPart sop = ((SceneObjectPart)entity);
-
- if (sop.IsRoot)
- {
- if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
- priority -= m_childPrimAdjustmentFactor;
- }
- else
- {
- if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
- priority += m_childPrimAdjustmentFactor;
- }
- }
-
return priority;
}
- private double GetPriorityByTime()
+
+ private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
{
- return DateTime.UtcNow.ToOADate();
+ return 1;
}
- private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
+ private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
{
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence != null)
- {
- // If this is an update for our own avatar give it the highest priority
- if (presence == entity)
- return 0.0;
-
- // Use the camera position for local agents and avatar position for remote agents
- Vector3 presencePos = (presence.IsChildAgent) ?
- presence.AbsolutePosition :
- presence.CameraPosition;
-
- // Use group position for child prims
- Vector3 entityPos;
- if (entity is SceneObjectPart)
- {
- // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
- // before its scheduled update was triggered
- //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
- entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
- }
- else
- {
- entityPos = entity.AbsolutePosition;
- }
-
- return Vector3.DistanceSquared(presencePos, entityPos);
- }
-
- return double.NaN;
+ return ComputeDistancePriority(client,entity,false);
+ }
+
+ private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
+ {
+ return ComputeDistancePriority(client,entity,true);
}
- private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
+ private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
+ uint pqueue = ComputeDistancePriority(client,entity,true);
+
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
- // If this is an update for our own avatar give it the highest priority
- if (presence == entity)
- return 0.0;
-
- // Use group position for child prims
- Vector3 entityPos = entity.AbsolutePosition;
- if (entity is SceneObjectPart)
- {
- // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
- // before its scheduled update was triggered
- //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
- entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
- }
- else
- {
- entityPos = entity.AbsolutePosition;
- }
-
if (!presence.IsChildAgent)
{
- // Root agent. Use distance from camera and a priority decrease for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Distance
- double priority = Vector3.DistanceSquared(camPosition, entityPos);
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f) priority *= 2.0;
-
- return priority;
- }
- else
- {
- // Child agent. Use the normal distance method
- Vector3 presencePos = presence.AbsolutePosition;
+ if (entity is SceneObjectPart)
+ {
+ // Non physical prims are lower priority than physical prims
+ PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
+ if (physActor == null || !physActor.IsPhysical)
+ pqueue++;
- return Vector3.DistanceSquared(presencePos, entityPos);
+ // Attachments are high priority,
+ // MIC: shouldn't these already be in the highest priority queue already
+ // since their root position is same as the avatars?
+ if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
+ pqueue = 1;
+ }
}
}
- return double.NaN;
+ return pqueue;
}
- private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
+ private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
{
- // If this is an update for our own avatar give it the highest priority
- if (client.AgentId == entity.UUID)
- return 0.0;
- if (entity == null)
- return double.NaN;
-
- // Use group position for child prims
+ // Get this agent's position
+ ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
+ if (presence == null)
+ {
+ m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
+ throw new InvalidOperationException("Prioritization agent not defined");
+ }
+
+ // Use group position for child prims, since we are putting child prims in
+ // the same queue with the root of the group, the root prim (which goes into
+ // the queue first) should always be sent first, no need to adjust child prim
+ // priorities
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
if (group != null)
entityPos = group.AbsolutePosition;
- else
- entityPos = entity.AbsolutePosition;
}
- else
- entityPos = entity.AbsolutePosition;
-
- ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
- if (presence != null)
- {
- if (!presence.IsChildAgent)
- {
- if (entity is ScenePresence)
- return 1.0;
- // Root agent. Use distance from camera and a priority decrease for objects behind us
- Vector3 camPosition = presence.CameraPosition;
- Vector3 camAtAxis = presence.CameraAtAxis;
-
- // Distance
- double priority = Vector3.DistanceSquared(camPosition, entityPos);
-
- // Plane equation
- float d = -Vector3.Dot(camPosition, camAtAxis);
- float p = Vector3.Dot(camAtAxis, entityPos) + d;
- if (p < 0.0f) priority *= 2.0;
+ // Use the camera position for local agents and avatar position for remote agents
+ Vector3 presencePos = (presence.IsChildAgent) ?
+ presence.AbsolutePosition :
+ presence.CameraPosition;
- if (entity is SceneObjectPart)
- {
- PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
- if (physActor == null || !physActor.IsPhysical)
- priority += 100;
+ // Compute the distance...
+ double distance = Vector3.Distance(presencePos, entityPos);
- if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
- priority = 1.0;
- }
- return priority;
- }
- else
- {
- // Child agent. Use the normal distance method
- Vector3 presencePos = presence.AbsolutePosition;
+ // And convert the distance to a priority queue, this computation gives queues
+ // at 10, 20, 40, 80, 160, 320, 640, and 1280m
+ uint pqueue = 1;
+ for (int i = 0; i < 8; i++)
+ {
+ if (distance < 10 * Math.Pow(2.0,i))
+ break;
+ pqueue++;
+ }
+
+ // If this is a root agent, then determine front & back
+ // Bump up the priority queue (drop the priority) for any objects behind the avatar
+ if (useFrontBack && ! presence.IsChildAgent)
+ {
+ // Root agent, decrease priority for objects behind us
+ Vector3 camPosition = presence.CameraPosition;
+ Vector3 camAtAxis = presence.CameraAtAxis;
- return Vector3.DistanceSquared(presencePos, entityPos);
- }
+ // Plane equation
+ float d = -Vector3.Dot(camPosition, camAtAxis);
+ float p = Vector3.Dot(camAtAxis, entityPos) + d;
+ if (p < 0.0f)
+ pqueue++;
}
- return double.NaN;
+ return pqueue;
}
+
}
}
--
cgit v1.1
From 83dc2470f2e815f6f9d469104be3a2806438a29a Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 4 Apr 2011 14:18:26 -0700
Subject: Fix a bug in the computation of the RTO. Basically... the RTO (the
time to wait to retransmit packets) always maxed out (no retransmissions for
24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
---
OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 65a8fe3..9a8bfd3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Caches packed throttle information
private byte[] m_packedThrottles;
- private int m_defaultRTO = 3000;
+ private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
private int m_maxRTO = 60000;
///
@@ -557,7 +557,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
// Clamp the retransmission timeout to manageable values
- rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
+ rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
RTO = rto;
--
cgit v1.1
From 19c6d1d569e081418e139d139c15ea66640288ba Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Wed, 6 Apr 2011 09:26:38 -0700
Subject: Split the priority queue class into a seperate file. LLClientView is
big enough.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 205 -----------------
.../Region/ClientStack/LindenUDP/PriorityQueue.cs | 245 +++++++++++++++++++++
2 files changed, 245 insertions(+), 205 deletions(-)
create mode 100644 OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index a3f2c15..a724099 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -11805,209 +11805,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
- #region PriorityQueue
- public class PriorityQueue
- {
- internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
-
- // Heap[0] for self updates
- // Heap[1..12] for entity updates
-
- internal const uint m_numberOfQueues = 12;
- private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues];
- private Dictionary m_lookupTable;
- private object m_syncRoot = new object();
- private uint m_nextQueue = 0;
- private UInt64 m_nextRequest = 0;
-
- internal PriorityQueue() :
- this(MinHeap.DEFAULT_CAPACITY) { }
- internal PriorityQueue(int capacity)
- {
- m_lookupTable = new Dictionary(capacity);
-
- for (int i = 0; i < m_heaps.Length; ++i)
- m_heaps[i] = new MinHeap(capacity);
- }
-
- public object SyncRoot { get { return this.m_syncRoot; } }
-
- internal int Count
- {
- get
- {
- int count = 0;
- for (int i = 0; i < m_heaps.Length; ++i)
- count += m_heaps[i].Count;
- return count;
- }
- }
-
- public bool Enqueue(uint pqueue, EntityUpdate value)
- {
- LookupItem lookup;
-
- uint localid = value.Entity.LocalId;
- UInt64 entry = m_nextRequest++;
- if (m_lookupTable.TryGetValue(localid, out lookup))
- {
- entry = lookup.Heap[lookup.Handle].EntryOrder;
- value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
- lookup.Heap.Remove(lookup.Handle);
- }
-
- pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
- lookup.Heap = m_heaps[pqueue];
- lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
- m_lookupTable[localid] = lookup;
-
- return true;
- }
-
- internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
- {
- for (int i = 0; i < m_numberOfQueues; ++i)
- {
- // To get the fair queing, we cycle through each of the
- // queues when finding an element to dequeue, this code
- // assumes that the distribution of updates in the queues
- // is polynomial, probably quadractic (eg distance of PI * R^2)
- uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
- if (m_heaps[h].Count > 0)
- {
- m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
-
- MinHeapItem item = m_heaps[h].RemoveMin();
- m_lookupTable.Remove(item.Value.Entity.LocalId);
- timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
- value = item.Value;
-
- return true;
- }
- }
-
- timeinqueue = 0;
- value = default(EntityUpdate);
- return false;
- }
-
- internal void Reprioritize(UpdatePriorityHandler handler)
- {
- MinHeapItem item;
- foreach (LookupItem lookup in new List(this.m_lookupTable.Values))
- {
- if (lookup.Heap.TryGetValue(lookup.Handle, out item))
- {
- uint pqueue = item.PriorityQueue;
- uint localid = item.Value.Entity.LocalId;
-
- if (handler(ref pqueue, item.Value.Entity))
- {
- // unless the priority queue has changed, there is no need to modify
- // the entry
- pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
- if (pqueue != item.PriorityQueue)
- {
- lookup.Heap.Remove(lookup.Handle);
-
- LookupItem litem = lookup;
- litem.Heap = m_heaps[pqueue];
- litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
- m_lookupTable[localid] = litem;
- }
- }
- else
- {
- m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
- lookup.Heap.Remove(lookup.Handle);
- this.m_lookupTable.Remove(localid);
- }
- }
- }
- }
-
- public override string ToString()
- {
- string s = "";
- for (int i = 0; i < m_numberOfQueues; i++)
- {
- if (s != "") s += ",";
- s += m_heaps[i].Count.ToString();
- }
- return s;
- }
-
- #region MinHeapItem
- private struct MinHeapItem : IComparable
- {
- private EntityUpdate value;
- internal EntityUpdate Value {
- get {
- return this.value;
- }
- }
-
- private uint pqueue;
- internal uint PriorityQueue {
- get {
- return this.pqueue;
- }
- }
-
- private Int32 entrytime;
- internal Int32 EntryTime {
- get {
- return this.entrytime;
- }
- }
-
- private UInt64 entryorder;
- internal UInt64 EntryOrder
- {
- get {
- return this.entryorder;
- }
- }
-
- internal MinHeapItem(uint pqueue, MinHeapItem other)
- {
- this.entrytime = other.entrytime;
- this.entryorder = other.entryorder;
- this.value = other.value;
- this.pqueue = pqueue;
- }
-
- internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
- {
- this.entrytime = Util.EnvironmentTickCount();
- this.entryorder = entryorder;
- this.value = value;
- this.pqueue = pqueue;
- }
-
- public override string ToString()
- {
- return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
- }
-
- public int CompareTo(MinHeapItem other)
- {
- // I'm assuming that the root part of an SOG is added to the update queue
- // before the component parts
- return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder);
- }
- }
- #endregion
-
- #region LookupItem
- private struct LookupItem
- {
- internal MinHeap Heap;
- internal IHandle Handle;
- }
- #endregion
- }
-
public struct PacketProcessor
{
public PacketMethod method;
@@ -12028,8 +11825,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
- #endregion
-
public static OSD BuildEvent(string eventName, OSD eventBody)
{
OSDMap osdEvent = new OSDMap(2);
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
new file mode 100644
index 0000000..364ce4b
--- /dev/null
+++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
@@ -0,0 +1,245 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+
+using OpenSim.Framework;
+using OpenSim.Framework.Client;
+using log4net;
+
+namespace OpenSim.Region.ClientStack.LindenUDP
+{
+ public class PriorityQueue
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
+
+ // Heap[0] for self updates
+ // Heap[1..12] for entity updates
+
+ internal const uint m_numberOfQueues = 12;
+
+ private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues];
+ private Dictionary m_lookupTable;
+ private uint m_nextQueue = 0;
+ private UInt64 m_nextRequest = 0;
+
+ private object m_syncRoot = new object();
+ public object SyncRoot {
+ get { return this.m_syncRoot; }
+ }
+
+ internal PriorityQueue() : this(MinHeap.DEFAULT_CAPACITY) { }
+
+ internal PriorityQueue(int capacity)
+ {
+ m_lookupTable = new Dictionary(capacity);
+
+ for (int i = 0; i < m_heaps.Length; ++i)
+ m_heaps[i] = new MinHeap(capacity);
+ }
+
+ internal int Count
+ {
+ get
+ {
+ int count = 0;
+ for (int i = 0; i < m_heaps.Length; ++i)
+ count += m_heaps[i].Count;
+ return count;
+ }
+ }
+
+ public bool Enqueue(uint pqueue, EntityUpdate value)
+ {
+ LookupItem lookup;
+
+ uint localid = value.Entity.LocalId;
+ UInt64 entry = m_nextRequest++;
+ if (m_lookupTable.TryGetValue(localid, out lookup))
+ {
+ entry = lookup.Heap[lookup.Handle].EntryOrder;
+ value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
+ lookup.Heap.Remove(lookup.Handle);
+ }
+
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ lookup.Heap = m_heaps[pqueue];
+ lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
+ m_lookupTable[localid] = lookup;
+
+ return true;
+ }
+
+ internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
+ {
+ for (int i = 0; i < m_numberOfQueues; ++i)
+ {
+ // To get the fair queing, we cycle through each of the
+ // queues when finding an element to dequeue, this code
+ // assumes that the distribution of updates in the queues
+ // is polynomial, probably quadractic (eg distance of PI * R^2)
+ uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
+ if (m_heaps[h].Count > 0)
+ {
+ m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
+
+ MinHeapItem item = m_heaps[h].RemoveMin();
+ m_lookupTable.Remove(item.Value.Entity.LocalId);
+ timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
+ value = item.Value;
+
+ return true;
+ }
+ }
+
+ timeinqueue = 0;
+ value = default(EntityUpdate);
+ return false;
+ }
+
+ internal void Reprioritize(UpdatePriorityHandler handler)
+ {
+ MinHeapItem item;
+ foreach (LookupItem lookup in new List(this.m_lookupTable.Values))
+ {
+ if (lookup.Heap.TryGetValue(lookup.Handle, out item))
+ {
+ uint pqueue = item.PriorityQueue;
+ uint localid = item.Value.Entity.LocalId;
+
+ if (handler(ref pqueue, item.Value.Entity))
+ {
+ // unless the priority queue has changed, there is no need to modify
+ // the entry
+ pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1);
+ if (pqueue != item.PriorityQueue)
+ {
+ lookup.Heap.Remove(lookup.Handle);
+
+ LookupItem litem = lookup;
+ litem.Heap = m_heaps[pqueue];
+ litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
+ m_lookupTable[localid] = litem;
+ }
+ }
+ else
+ {
+ // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
+ lookup.Heap.Remove(lookup.Handle);
+ this.m_lookupTable.Remove(localid);
+ }
+ }
+ }
+ }
+
+ public override string ToString()
+ {
+ string s = "";
+ for (int i = 0; i < m_numberOfQueues; i++)
+ {
+ if (s != "") s += ",";
+ s += m_heaps[i].Count.ToString();
+ }
+ return s;
+ }
+
+#region MinHeapItem
+ private struct MinHeapItem : IComparable
+ {
+ private EntityUpdate value;
+ internal EntityUpdate Value {
+ get {
+ return this.value;
+ }
+ }
+
+ private uint pqueue;
+ internal uint PriorityQueue {
+ get {
+ return this.pqueue;
+ }
+ }
+
+ private Int32 entrytime;
+ internal Int32 EntryTime {
+ get {
+ return this.entrytime;
+ }
+ }
+
+ private UInt64 entryorder;
+ internal UInt64 EntryOrder
+ {
+ get {
+ return this.entryorder;
+ }
+ }
+
+ internal MinHeapItem(uint pqueue, MinHeapItem other)
+ {
+ this.entrytime = other.entrytime;
+ this.entryorder = other.entryorder;
+ this.value = other.value;
+ this.pqueue = pqueue;
+ }
+
+ internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
+ {
+ this.entrytime = Util.EnvironmentTickCount();
+ this.entryorder = entryorder;
+ this.value = value;
+ this.pqueue = pqueue;
+ }
+
+ public override string ToString()
+ {
+ return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
+ }
+
+ public int CompareTo(MinHeapItem other)
+ {
+ // I'm assuming that the root part of an SOG is added to the update queue
+ // before the component parts
+ return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder);
+ }
+ }
+#endregion
+
+#region LookupItem
+ private struct LookupItem
+ {
+ internal MinHeap Heap;
+ internal IHandle Handle;
+ }
+#endregion
+ }
+}
--
cgit v1.1
From ebc249e3bef57aee656936f5e63842d83ee29fff Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Sun, 10 Apr 2011 17:02:40 -0700
Subject: Changed the "not in scene" check in the prioritizier to just a
warning. There appears to be a race condition on slow logins that attempts to
prioritize before the scene presence is fully initialized.
---
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 5 +++--
1 file changed, 3 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index a14bb70..4694e2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -166,8 +166,9 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence == null)
{
- m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
- throw new InvalidOperationException("Prioritization agent not defined");
+ m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
+ // throw new InvalidOperationException("Prioritization agent not defined");
+ return Int32.MaxValue;
}
// Use group position for child prims, since we are putting child prims in
--
cgit v1.1
From f778056c7a81443b11c0c4288979af3a8c6b5b9f Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 11 Apr 2011 08:37:43 -0700
Subject: Removed some priority queue debugging code
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 80 ----------------------
1 file changed, 80 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index a724099..b5bf26d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -300,77 +300,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Used to adjust Sun Orbit values so Linden based viewers properly position sun
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
- // First log file or time has expired, start writing to a new log file
-//
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
- public class QueueLogger
- {
- public Int32 start = 0;
- public StreamWriter Log = null;
- private Dictionary m_idMap = new Dictionary();
-
- public QueueLogger()
- {
- DateTime now = DateTime.Now;
- String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
- Log = new StreamWriter(fname);
-
- start = Util.EnvironmentTickCount();
- }
-
- public int LookupID(UUID uuid)
- {
- int localid;
- if (! m_idMap.TryGetValue(uuid,out localid))
- {
- localid = m_idMap.Count + 1;
- m_idMap[uuid] = localid;
- }
-
- return localid;
- }
- }
-
- public static QueueLogger QueueLog = null;
-
- // -----------------------------------------------------------------
- public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- int aid = QueueLog.LookupID(avatar);
- QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
- }
- }
-
- // -----------------------------------------------------------------
- public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
- }
- }
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-//
-
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients
@@ -3667,10 +3596,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int updatesThisCall = 0;
-//
-// DEBUGGING CODE... REMOVE
-// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
-//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord)
@@ -3687,11 +3612,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
-//
-// DEBUGGING CODE... REMOVE
-// if (update.Entity is ScenePresence)
-// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue);
-//
if (update.Entity is SceneObjectPart)
{
--
cgit v1.1
From 6e9cdb9ce32807ddd1a39e72c436b8fd788768d2 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 11 Apr 2011 09:06:28 -0700
Subject: New tokenbucket algorithm. This one provides fair sharing of the
queues when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 6 +-
.../Region/ClientStack/LindenUDP/LLUDPClient.cs | 96 ++++---
.../Region/ClientStack/LindenUDP/LLUDPServer.cs | 2 +-
.../Region/ClientStack/LindenUDP/TokenBucket.cs | 300 ++++++++++++++-------
4 files changed, 259 insertions(+), 145 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 8de31d7..934a2d5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -1610,7 +1610,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
- OutPacket(kill, ThrottleOutPacketType.State);
+ // OutPacket(kill, ThrottleOutPacketType.State);
+ OutPacket(kill, ThrottleOutPacketType.Task);
}
}
@@ -2440,7 +2441,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.Effect = effectBlocks;
- OutPacket(packet, ThrottleOutPacketType.State);
+ // OutPacket(packet, ThrottleOutPacketType.State);
+ OutPacket(packet, ThrottleOutPacketType.Task);
}
public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] charterMember,
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 9a8bfd3..5a69851 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_nextOnQueueEmpty = 1;
/// Throttle bucket for this agent's connection
- private readonly TokenBucket m_throttle;
+ private readonly TokenBucket m_throttleClient;
+ /// Throttle bucket for this agent's connection
+ private readonly TokenBucket m_throttleCategory;
/// Throttle buckets for each packet category
private readonly TokenBucket[] m_throttleCategories;
/// Outgoing queues for throttled packets
@@ -174,7 +176,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
- m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
+ m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
+ // Create a token bucket throttle for the total categary with the client bucket as a throttle
+ m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
@@ -185,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue();
// Initialize the token buckets that control the throttling for each category
- m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
+ m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
}
// Default the retransmission timeout to three seconds
@@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packetOutboxes[i].Clear();
m_nextPackets[i] = null;
}
+
+ // pull the throttle out of the scene throttle
+ m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
OnPacketStats = null;
OnQueueEmpty = null;
}
@@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Information about the client connection
public ClientInfo GetClientInfo()
{
+///
+ TokenBucket tb;
+
+ tb = m_throttleClient.Parent;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
+
+ tb = m_throttleClient;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
+
+ tb = m_throttleCategory;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
+
+ for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
+ {
+ tb = m_throttleCategories[i];
+ m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
+ }
+
+///
+
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
// of pending and needed ACKs for every client every time some method wants information about
// this connection is a recipe for poor performance
@@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.pendingAcks = new Dictionary();
info.needAck = new Dictionary();
- info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
- info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
- info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
- info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
- info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
- info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
- info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
+ info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
+ info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
+ info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
+ info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
+ // info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
+ info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
+ info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
+ info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
info.taskThrottle + info.assetThrottle + info.textureThrottle;
@@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
- int state = (int)((float)task * STATE_TASK_PERCENTAGE);
- task -= state;
+ int state = 0;
+ // int state = (int)((float)task * STATE_TASK_PERCENTAGE);
+ // task -= state;
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Update the token buckets with new throttle values
TokenBucket bucket;
- bucket = m_throttle;
- bucket.MaxBurst = total;
+ bucket = m_throttleCategory;
+ bucket.RequestedDripRate = total;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
- bucket.DripRate = resend;
- bucket.MaxBurst = resend;
+ bucket.RequestedDripRate = resend;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
- bucket.DripRate = land;
- bucket.MaxBurst = land;
+ bucket.RequestedDripRate = land;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
- bucket.DripRate = wind;
- bucket.MaxBurst = wind;
+ bucket.RequestedDripRate = wind;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
- bucket.DripRate = cloud;
- bucket.MaxBurst = cloud;
+ bucket.RequestedDripRate = cloud;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
- bucket.DripRate = asset;
- bucket.MaxBurst = asset;
+ bucket.RequestedDripRate = asset;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
- bucket.DripRate = task + state;
- bucket.MaxBurst = task + state;
+ bucket.RequestedDripRate = task;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
- bucket.DripRate = state;
- bucket.MaxBurst = state;
+ bucket.RequestedDripRate = state;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
- bucket.DripRate = texture;
- bucket.MaxBurst = texture;
+ bucket.RequestedDripRate = texture;
// Reset the packed throttles cached data
m_packedThrottles = null;
@@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
data = new byte[7 * 4];
int i = 0;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
- m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
m_packedThrottles = data;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 583214c..d08b25f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -228,7 +228,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion BinaryStats
- m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
+ m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index 0a8331f..e4d59ff 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -26,6 +26,10 @@
*/
using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using log4net;
namespace OpenSim.Region.ClientStack.LindenUDP
{
@@ -35,89 +39,126 @@ namespace OpenSim.Region.ClientStack.LindenUDP
///
public class TokenBucket
{
- /// Parent bucket to this bucket, or null if this is a root
- /// bucket
- TokenBucket parent;
- /// Size of the bucket in bytes. If zero, the bucket has
- /// infinite capacity
- int maxBurst;
- /// Rate that the bucket fills, in bytes per millisecond. If
- /// zero, the bucket always remains full
- int tokensPerMS;
- /// Number of tokens currently in the bucket
- int content;
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static Int32 m_counter = 0;
+
+ private Int32 m_identifier;
+
+ ///
+ /// Number of ticks (ms) per quantum, drip rate and max burst
+ /// are defined over this interval.
+ ///
+ private const Int32 m_ticksPerQuantum = 1000;
+
+ ///
+ /// This is the number of quantums worth of packets that can
+ /// be accommodated during a burst
+ ///
+ private const Double m_quantumsPerBurst = 1.5;
+
+ ///
+ ///
+ private const Int32 m_minimumDripRate = 1400;
+
/// Time of the last drip, in system ticks
- int lastDrip;
+ private Int32 m_lastDrip;
+
+ ///
+ /// The number of bytes that can be sent at this moment. This is the
+ /// current number of tokens in the bucket
+ ///
+ private Int64 m_tokenCount;
- #region Properties
+ ///
+ /// Map of children buckets and their requested maximum burst rate
+ ///
+ private Dictionary m_children = new Dictionary();
+
+#region Properties
///
/// The parent bucket of this bucket, or null if this bucket has no
/// parent. The parent bucket will limit the aggregate bandwidth of all
/// of its children buckets
///
+ private TokenBucket m_parent;
public TokenBucket Parent
{
- get { return parent; }
+ get { return m_parent; }
+ set { m_parent = value; }
}
///
/// Maximum burst rate in bytes per second. This is the maximum number
- /// of tokens that can accumulate in the bucket at any one time
+ /// of tokens that can accumulate in the bucket at any one time. This
+ /// also sets the total request for leaf nodes
///
- public int MaxBurst
+ private Int64 m_burstRate;
+ public Int64 RequestedBurstRate
{
- get { return maxBurst; }
- set { maxBurst = (value >= 0 ? value : 0); }
+ get { return m_burstRate; }
+ set { m_burstRate = (value < 0 ? 0 : value); }
}
+ public Int64 BurstRate
+ {
+ get {
+ double rate = RequestedBurstRate * BurstRateModifier();
+ if (rate < m_minimumDripRate * m_quantumsPerBurst)
+ rate = m_minimumDripRate * m_quantumsPerBurst;
+
+ return (Int64) rate;
+ }
+ }
+
///
/// The speed limit of this bucket in bytes per second. This is the
- /// number of tokens that are added to the bucket per second
+ /// number of tokens that are added to the bucket per quantum
///
/// Tokens are added to the bucket any time
/// is called, at the granularity of
/// the system tick interval (typically around 15-22ms)
- public int DripRate
+ private Int64 m_dripRate;
+ public Int64 RequestedDripRate
{
- get { return tokensPerMS * 1000; }
- set
- {
- if (value == 0)
- tokensPerMS = 0;
- else
- {
- int bpms = (int)((float)value / 1000.0f);
-
- if (bpms <= 0)
- tokensPerMS = 1; // 1 byte/ms is the minimum granularity
- else
- tokensPerMS = bpms;
- }
+ get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
+ set {
+ m_dripRate = (value < 0 ? 0 : value);
+ m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
+ m_totalDripRequest = m_dripRate;
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,m_dripRate);
}
}
- ///
- /// The speed limit of this bucket in bytes per millisecond
- ///
- public int DripPerMS
+ public Int64 DripRate
{
- get { return tokensPerMS; }
+ get {
+ if (m_parent == null)
+ return Math.Min(RequestedDripRate,TotalDripRequest);
+
+ double rate = (double)RequestedDripRate * m_parent.DripRateModifier();
+ if (rate < m_minimumDripRate)
+ rate = m_minimumDripRate;
+
+ return (Int64)rate;
+ }
}
///
- /// The number of bytes that can be sent at this moment. This is the
- /// current number of tokens in the bucket
- /// If this bucket has a parent bucket that does not have
- /// enough tokens for a request, will
- /// return false regardless of the content of this bucket
+ /// The current total of the requested maximum burst rates of
+ /// this bucket's children buckets.
///
- public int Content
- {
- get { return content; }
- }
+ private Int64 m_totalDripRequest;
+ public Int64 TotalDripRequest
+ {
+ get { return m_totalDripRequest; }
+ set { m_totalDripRequest = value; }
+ }
+
+#endregion Properties
- #endregion Properties
+#region Constructor
///
/// Default constructor
@@ -128,56 +169,115 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// zero if this bucket has no maximum capacity
/// Rate that the bucket fills, in bytes per
/// second. If zero, the bucket always remains full
- public TokenBucket(TokenBucket parent, int maxBurst, int dripRate)
+ public TokenBucket(TokenBucket parent, Int64 dripRate)
{
- this.parent = parent;
- MaxBurst = maxBurst;
- DripRate = dripRate;
- lastDrip = Environment.TickCount & Int32.MaxValue;
+ m_identifier = m_counter++;
+
+ Parent = parent;
+ RequestedDripRate = dripRate;
+ // TotalDripRequest = dripRate; // this will be overwritten when a child node registers
+ // MaxBurst = (Int64)((double)dripRate * m_quantumsPerBurst);
+ m_lastDrip = Environment.TickCount & Int32.MaxValue;
}
+#endregion Constructor
+
///
- /// Remove a given number of tokens from the bucket
+ /// Compute a modifier for the MaxBurst rate. This is 1.0, meaning
+ /// no modification if the requested bandwidth is less than the
+ /// max burst bandwidth all the way to the root of the throttle
+ /// hierarchy. However, if any of the parents is over-booked, then
+ /// the modifier will be less than 1.
///
- /// Number of tokens to remove from the bucket
- /// True if the requested number of tokens were removed from
- /// the bucket, otherwise false
- public bool RemoveTokens(int amount)
+ private double DripRateModifier()
+ {
+ Int64 driprate = DripRate;
+ return driprate >= TotalDripRequest ? 1.0 : (double)driprate / (double)TotalDripRequest;
+ }
+
+ ///
+ ///
+ private double BurstRateModifier()
+ {
+ // for now... burst rate is always m_quantumsPerBurst (constant)
+ // larger than drip rate so the ratio of burst requests is the
+ // same as the drip ratio
+ return DripRateModifier();
+ }
+
+ ///
+ /// Register drip rate requested by a child of this throttle. Pass the
+ /// changes up the hierarchy.
+ ///
+ public void RegisterRequest(TokenBucket child, Int64 request)
{
- bool dummy;
- return RemoveTokens(amount, out dummy);
+ m_children[child] = request;
+ // m_totalDripRequest = m_children.Values.Sum();
+
+ m_totalDripRequest = 0;
+ foreach (KeyValuePair cref in m_children)
+ m_totalDripRequest += cref.Value;
+
+ // Pass the new values up to the parent
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
}
///
+ /// Remove the rate requested by a child of this throttle. Pass the
+ /// changes up the hierarchy.
+ ///
+ public void UnregisterRequest(TokenBucket child)
+ {
+ m_children.Remove(child);
+ // m_totalDripRequest = m_children.Values.Sum();
+
+ m_totalDripRequest = 0;
+ foreach (KeyValuePair cref in m_children)
+ m_totalDripRequest += cref.Value;
+
+ // Pass the new values up to the parent
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
+ }
+
+ ///
/// Remove a given number of tokens from the bucket
///
/// Number of tokens to remove from the bucket
- /// True if tokens were added to the bucket
- /// during this call, otherwise false
/// True if the requested number of tokens were removed from
/// the bucket, otherwise false
- public bool RemoveTokens(int amount, out bool dripSucceeded)
+ public bool RemoveTokens(Int64 amount)
{
- if (maxBurst == 0)
+ // Deposit tokens for this interval
+ Drip();
+
+ // If we have enough tokens then remove them and return
+ if (m_tokenCount - amount >= 0)
{
- dripSucceeded = true;
- return true;
+ if (m_parent == null || m_parent.RemoveTokens(amount))
+ {
+ m_tokenCount -= amount;
+ return true;
+ }
}
- dripSucceeded = Drip();
+ return false;
+ }
- if (content - amount >= 0)
- {
- if (parent != null && !parent.RemoveTokens(amount))
- return false;
+ ///
+ /// Deposit tokens into the bucket from a child bucket that did
+ /// not use all of its available tokens
+ ///
+ private void Deposit(Int64 count)
+ {
+ m_tokenCount += count;
- content -= amount;
- return true;
- }
- else
- {
- return false;
- }
+ // Deposit the overflow in the parent bucket, this is how we share
+ // unused bandwidth
+ Int64 burstrate = BurstRate;
+ if (m_tokenCount > burstrate)
+ m_tokenCount = burstrate;
}
///
@@ -186,37 +286,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// call to Drip
///
/// True if tokens were added to the bucket, otherwise false
- public bool Drip()
+ private void Drip()
{
- if (tokensPerMS == 0)
+ // This should never happen... means we are a leaf node and were created
+ // with no drip rate...
+ if (DripRate == 0)
{
- content = maxBurst;
- return true;
+ m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0");
+ return;
}
- else
- {
- int now = Environment.TickCount & Int32.MaxValue;
- int deltaMS = now - lastDrip;
-
- if (deltaMS <= 0)
- {
- if (deltaMS < 0)
- lastDrip = now;
- return false;
- }
+
+ // Determine the interval over which we are adding tokens, never add
+ // more than a single quantum of tokens
+ Int32 now = Environment.TickCount & Int32.MaxValue;
+ Int32 deltaMS = Math.Min(now - m_lastDrip, m_ticksPerQuantum);
- int dripAmount = deltaMS * tokensPerMS;
+ m_lastDrip = now;
- content = Math.Min(content + dripAmount, maxBurst);
- lastDrip = now;
+ // This can be 0 in the very unusual case that the timer wrapped
+ // It can be 0 if we try add tokens at a sub-tick rate
+ if (deltaMS <= 0)
+ return;
- if (dripAmount < 0 || content < 0)
- // sim has been idle for too long, integer has overflown
- // previous calculation is meaningless, let's put it at correct max
- content = maxBurst;
-
- return true;
- }
+ Deposit(deltaMS * DripRate / m_ticksPerQuantum);
}
}
}
--
cgit v1.1
From d6948b15c47fd067be6d7cef31caf8e49e9c9afa Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 11 Apr 2011 21:51:17 +0100
Subject: Make it more obvious when it happens that DLL plugin loading fails.
Improve exception output on Windows.
---
OpenSim/Region/Framework/ModuleLoader.cs | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..14ecd44 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -223,7 +223,8 @@ namespace OpenSim.Region.Framework
catch (Exception e)
{
m_log.ErrorFormat(
- "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
+ "[MODULES]: Could not load types for plugin DLL {0}. Exception {1} {2}",
+ pluginAssembly.FullName, e.Message, e.StackTrace);
// justincc: Right now this is fatal to really get the user's attention
throw e;
--
cgit v1.1
From 0bd6bc8fba1ed35344218e2aa25e30a3294f2ed1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 11 Apr 2011 21:59:26 +0100
Subject: create "config show" as a region console command synonym for "config
get".
This is to create greater consistency with all the other show commands.
---
OpenSim/Region/Application/OpenSim.cs | 18 +++++++++++++-----
1 file changed, 13 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index ec1fb04..39004d4 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -341,10 +341,15 @@ namespace OpenSim
m_console.Commands.AddCommand("region", false, "config get",
"config get [] []",
- "Show a config option",
+ "Synonym for config show",
+ HandleConfig);
+
+ m_console.Commands.AddCommand("region", false, "config show",
+ "config show [] []",
+ "Show config information",
"If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine
+ "If a section is given but not a field, then all fields in that section are printed.",
- HandleConfig);
+ HandleConfig);
m_console.Commands.AddCommand("region", false, "config save",
"config save ",
@@ -593,7 +598,9 @@ namespace OpenSim
if (cmdparams.Length > 0)
{
- switch (cmdparams[0].ToLower())
+ string firstParam = cmdparams[0].ToLower();
+
+ switch (firstParam)
{
case "set":
if (cmdparams.Length < 4)
@@ -618,6 +625,7 @@ namespace OpenSim
break;
case "get":
+ case "show":
if (cmdparams.Length == 1)
{
foreach (IConfig config in m_config.Source.Configs)
@@ -654,8 +662,8 @@ namespace OpenSim
}
else
{
- Notice("Syntax: config get [] []");
- Notice("Example: config get ScriptEngine.DotNetEngine NumberOfScriptThreads");
+ Notice("Syntax: config {0} [] []", firstParam);
+ Notice("Example: config {0} ScriptEngine.DotNetEngine NumberOfScriptThreads", firstParam);
}
break;
--
cgit v1.1
From 464fa45ec90767af13bd8edcc7c67de4ec3db6a7 Mon Sep 17 00:00:00 2001
From: E. Allen Soard
Date: Fri, 8 Apr 2011 18:30:20 -0700
Subject: Implimented HTTP_VERIFY_CERT for llHttpRequest
---
.../Scripting/HttpRequest/ScriptsHttpRequests.cs | 34 ++++++++++++++++++++--
1 file changed, 31 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d78931a..a37c781 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -29,8 +29,10 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
+using System.Net.Security;
using System.Text;
using System.Threading;
+using System.Security.Cryptography.X509Certificates;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
@@ -84,6 +86,7 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
+
public class HttpRequestModule : IRegionModule, IHttpRequestModule
{
private object HttpListLock = new object();
@@ -100,8 +103,23 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
public HttpRequestModule()
{
+ ServicePointManager.ServerCertificateValidationCallback +=ValidateServerCertificate;
}
+ public static bool ValidateServerCertificate(
+ object sender,
+ X509Certificate certificate,
+ X509Chain chain,
+ SslPolicyErrors sslPolicyErrors)
+ {
+ HttpWebRequest Request = (HttpWebRequest)sender;
+
+ if(Request.Headers.Get("NoVerifyCert") != null)
+ {
+ return true;
+ }
+ return chain.Build(new X509Certificate2(certificate));
+ }
#region IHttpRequestModule Members
public UUID MakeHttpRequest(string url, string parameters, string body)
@@ -141,8 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
break;
case (int)HttpRequestConstants.HTTP_VERIFY_CERT:
-
- // TODO implement me
+ htc.HttpVerifyCert = (int.Parse(parms[i + 1]) != 0);
break;
}
}
@@ -282,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
public string HttpMethod = "GET";
public string HttpMIMEType = "text/plain;charset=utf-8";
public int HttpTimeout;
- // public bool HttpVerifyCert = true; // not implemented
+ public bool HttpVerifyCert = true; // not implemented
private Thread httpThread;
// Request info
@@ -344,6 +361,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
Request.Method = HttpMethod;
Request.ContentType = HttpMIMEType;
+ if(!HttpVerifyCert)
+ {
+ // Connection Group Name is probably not used so we hijack it to identify
+ // a desired security exception
+// Request.ConnectionGroupName="NoVerify";
+ Request.Headers.Add("NoVerifyCert" , "true");
+ }
+// else
+// {
+// Request.ConnectionGroupName="Verify";
+// }
if (proxyurl != null && proxyurl.Length > 0)
{
if (proxyexcepts != null && proxyexcepts.Length > 0)
--
cgit v1.1
From 3a98fb080a751d21999bb2baa769462426b5d776 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 11 Apr 2011 22:29:08 +0100
Subject: minor: adjust some spacing and indentation
---
.../Scripting/HttpRequest/ScriptsHttpRequests.cs | 20 ++++++++++----------
1 file changed, 10 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index a37c781..23e15ef 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -86,7 +86,6 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
-
public class HttpRequestModule : IRegionModule, IHttpRequestModule
{
private object HttpListLock = new object();
@@ -114,10 +113,11 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
HttpWebRequest Request = (HttpWebRequest)sender;
- if(Request.Headers.Get("NoVerifyCert") != null)
+ if (Request.Headers.Get("NoVerifyCert") != null)
{
return true;
}
+
return chain.Build(new X509Certificate2(certificate));
}
#region IHttpRequestModule Members
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
* Not sure how important ordering is is here - the next first
* one completed in the list is returned, based soley on its list
* position, not the order in which the request was started or
- * finsihed. I thought about setting up a queue for this, but
+ * finished. I thought about setting up a queue for this, but
* it will need some refactoring and this works 'enough' right now
*/
@@ -254,8 +254,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
m_scene.RegisterModuleInterface(this);
- m_proxyurl = config.Configs["Startup"].GetString("HttpProxy");
- m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions");
+ m_proxyurl = config.Configs["Startup"].GetString("HttpProxy");
+ m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions");
m_pendingRequests = new Dictionary();
}
@@ -363,10 +363,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
if(!HttpVerifyCert)
{
- // Connection Group Name is probably not used so we hijack it to identify
- // a desired security exception
-// Request.ConnectionGroupName="NoVerify";
- Request.Headers.Add("NoVerifyCert" , "true");
+ // We could hijack Connection Group Name to identify
+ // a desired security exception. But at the moment we'll use a dummy header instead.
+// Request.ConnectionGroupName = "NoVerify";
+ Request.Headers.Add("NoVerifyCert", "true");
}
// else
// {
@@ -464,4 +464,4 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
}
}
}
-}
+}
\ No newline at end of file
--
cgit v1.1
From e8ecb2898c55bb97d47e9b1efb7dac98d40609cd Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 11 Apr 2011 22:33:24 +0100
Subject: minor: remove some mono compiler warnings
---
.../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 ++++----------
1 file changed, 4 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c16a985..aa28fa0 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -10289,12 +10289,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID rq = UUID.Random();
- UUID tid = AsyncCommands.
- DataserverPlugin.RegisterRequest(m_localID,
- m_itemID, rq.ToString());
+ AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString());
- AsyncCommands.
- DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id)));
+ AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id)));
return rq.ToString();
}
@@ -10308,12 +10305,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
UUID rq = UUID.Random();
- UUID tid = AsyncCommands.
- DataserverPlugin.RegisterRequest(m_localID,
- m_itemID, rq.ToString());
+ AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString());
- AsyncCommands.
- DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id));
+ AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id));
return rq.ToString();
}
--
cgit v1.1
From 64dc7e9f141fd0f168ed90c11f932a8bdb077dc7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 11 Apr 2011 22:35:07 +0100
Subject: minor: remove now inaccurate comment
---
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 23e15ef..4c8424d 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -299,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
public string HttpMethod = "GET";
public string HttpMIMEType = "text/plain;charset=utf-8";
public int HttpTimeout;
- public bool HttpVerifyCert = true; // not implemented
+ public bool HttpVerifyCert = true;
private Thread httpThread;
// Request info
--
cgit v1.1
From 98d7de22dc44ca1e5971301c02a6a1fe49620889 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 12 Apr 2011 18:31:41 +0100
Subject: Fix (add) ability to rez objects by dragging them out of another
prim's inventory.
This should happen if the client supplies a task ID with the RezObject call.
The rez goes through the same code as llRezObject(), so the same perms are applied.
Rotation isn't yet preserved, this should be fixed shortly.
---
.../InventoryAccess/InventoryAccessModule.cs | 4 ++
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 59 ++++++++++++++++++++--
2 files changed, 58 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 9fbfc34..cdee53c 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -552,8 +552,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
///
/// Rez an object into the scene from the user's inventory
///
+ ///
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
+ ///
///
///
///
@@ -570,6 +572,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
+// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
+
// Work out position details
byte bRayEndIsIntersection = (byte)0;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 73dd531..4370850 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1955,11 +1955,60 @@ namespace OpenSim.Region.Framework.Scenes
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID)
{
- IInventoryAccessModule invAccess = RequestModuleInterface();
- if (invAccess != null)
- invAccess.RezObject(
- remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, false);
+// m_log.DebugFormat(
+// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
+// remoteClient.Name, itemID, fromTaskID);
+
+ if (fromTaskID == UUID.Zero)
+ {
+ IInventoryAccessModule invAccess = RequestModuleInterface();
+ if (invAccess != null)
+ invAccess.RezObject(
+ remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
+ RezSelected, RemoveItem, fromTaskID, false);
+ }
+ else
+ {
+ SceneObjectPart part = GetSceneObjectPart(fromTaskID);
+ if (part == null)
+ {
+ m_log.ErrorFormat(
+ "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
+ remoteClient.Name, itemID, fromTaskID);
+
+ return;
+ }
+
+ TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
+ if (item == null)
+ {
+ m_log.ErrorFormat(
+ "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
+ remoteClient.Name, itemID, fromTaskID);
+
+ return;
+ }
+
+ // Work out position details
+ byte bRayEndIsIntersection = (byte)0;
+
+ if (RayEndIsIntersection)
+ {
+ bRayEndIsIntersection = (byte)1;
+ }
+ else
+ {
+ bRayEndIsIntersection = (byte)0;
+ }
+
+ Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
+ Vector3 pos
+ = GetNewRezLocation(
+ RayStart, RayEnd, RayTargetID, Quaternion.Identity,
+ BypassRayCast, bRayEndIsIntersection, true, scale, false);
+
+ RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0);
+ }
}
///
--
cgit v1.1
From 095e602c4ac6da315f3f6711e24f034b6c490a02 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 12:36:36 -0700
Subject: First pass at moving object property requests into a queue similar to
the entity update queue. The number of property packets can become
significant when selecting/deselecting large numbers of objects.
This is experimental code.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 351 +++++++++++++--------
.../Region/ClientStack/LindenUDP/PriorityQueue.cs | 12 +-
.../Region/Examples/SimpleModule/MyNpcCharacter.cs | 12 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 10 +-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 +-
.../Server/IRCClientView.cs | 5 +-
.../Region/OptionalModules/World/NPC/NPCAvatar.cs | 12 +-
7 files changed, 235 insertions(+), 177 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 934a2d5..b96343e 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -386,6 +386,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_cachedTextureSerial;
private PriorityQueue m_entityUpdates;
+ private PriorityQueue m_entityProps;
private Prioritizer m_prioritizer;
private bool m_disableFacelights = false;
@@ -433,9 +434,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected IAssetService m_assetService;
private const bool m_checkPackets = true;
- private Timer m_propertiesPacketTimer;
- private List m_propertiesBlocks = new List();
-
#endregion Class Members
#region Properties
@@ -511,6 +509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_scene = scene;
m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
+ m_entityProps = new PriorityQueue(m_scene.Entities.Count);
m_fullUpdateDataBlocksBuilder = new List();
m_killRecord = new HashSet();
// m_attachmentsSent = new HashSet();
@@ -534,9 +533,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_udpClient.OnQueueEmpty += HandleQueueEmpty;
m_udpClient.OnPacketStats += PopulateStats;
- m_propertiesPacketTimer = new Timer(100);
- m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
-
m_prioritizer = new Prioritizer(m_scene);
RegisterLocalPacketHandlers();
@@ -3636,9 +3632,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
- private Int32 m_LastQueueFill = 0;
- private uint m_maxUpdates = 0;
-
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>();
@@ -3646,46 +3639,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>();
OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>();
+ // Check to see if this is a flush
if (maxUpdates <= 0)
{
- m_maxUpdates = Int32.MaxValue;
+ maxUpdates = Int32.MaxValue;
}
- else
- {
- if (m_maxUpdates == 0 || m_LastQueueFill == 0)
- {
- m_maxUpdates = (uint)maxUpdates;
- }
- else
- {
- if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
- m_maxUpdates += 5;
- else
- m_maxUpdates = m_maxUpdates >> 1;
- }
- m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
- }
- m_LastQueueFill = Util.EnvironmentTickCount();
-
+
int updatesThisCall = 0;
-//
-// DEBUGGING CODE... REMOVE
-// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
-//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord)
{
float avgTimeDilation = 1.0f;
- EntityUpdate update;
+ IEntityUpdate iupdate;
Int32 timeinqueue; // this is just debugging code & can be dropped later
- while (updatesThisCall < m_maxUpdates)
+ while (updatesThisCall < maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
- if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
+ if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
break;
+
+ EntityUpdate update = (EntityUpdate)iupdate;
+
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
@@ -3725,7 +3702,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region UpdateFlags to packet type conversion
- PrimUpdateFlags updateFlags = update.Flags;
+ PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
@@ -3804,6 +3781,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Block Construction
}
+
#region Packet Sending
@@ -3904,12 +3882,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Primitive Packet/Data Sending Methods
+ // These are used to implement an adaptive backoff in the number
+ // of updates converted to packets. Since we don't want packets
+ // to sit in the queue with old data, only convert enough updates
+ // to packets that can be sent in 200ms.
+ private Int32 m_LastQueueFill = 0;
+ private Int32 m_maxUpdates = 0;
+
void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories)
{
if ((categories & ThrottleOutPacketTypeFlags.Task) != 0)
{
+ if (m_maxUpdates == 0 || m_LastQueueFill == 0)
+ {
+ m_maxUpdates = m_udpServer.PrimUpdatesPerCallback;
+ }
+ else
+ {
+ if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
+ m_maxUpdates += 5;
+ else
+ m_maxUpdates = m_maxUpdates >> 1;
+ }
+ m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
+ m_LastQueueFill = Util.EnvironmentTickCount();
+
if (m_entityUpdates.Count > 0)
- ProcessEntityUpdates(m_udpServer.PrimUpdatesPerCallback);
+ ProcessEntityUpdates(m_maxUpdates);
+
+ if (m_entityProps.Count > 0)
+ ProcessEntityPropertyRequests(m_maxUpdates);
}
if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0)
@@ -4023,134 +4025,192 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
- {
- ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
- // TODO: don't create new blocks if recycling an old packet
-
- ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
- objPropDB.RequestFlags = RequestFlags;
- objPropDB.ObjectID = ObjectUUID;
- if (OwnerID == GroupID)
- objPropDB.OwnerID = UUID.Zero;
- else
- objPropDB.OwnerID = OwnerID;
- objPropDB.GroupID = GroupID;
- objPropDB.BaseMask = BaseMask;
- objPropDB.OwnerMask = OwnerMask;
- objPropDB.GroupMask = GroupMask;
- objPropDB.EveryoneMask = EveryoneMask;
- objPropDB.NextOwnerMask = NextOwnerMask;
+/// -----------------------------------------------------------------
+///
+/// -----------------------------------------------------------------
- // TODO: More properties are needed in SceneObjectPart!
- objPropDB.OwnershipCost = OwnershipCost;
- objPropDB.SaleType = SaleType;
- objPropDB.SalePrice = SalePrice;
- objPropDB.Category = Category;
- objPropDB.LastOwnerID = LastOwnerID;
- objPropDB.Name = Util.StringToBytes256(ObjectName);
- objPropDB.Description = Util.StringToBytes256(Description);
- objPropFamilyPack.ObjectData = objPropDB;
- objPropFamilyPack.Header.Zerocoded = true;
- OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
- }
-
- public void SendObjectPropertiesReply(
- UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ private class ObjectPropertyUpdate : IEntityUpdate
{
- //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
- // TODO: don't create new blocks if recycling an old packet
+ internal bool SendFamilyProps;
+
+ public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam)
+ : base(entity,flags)
+ {
+ SendFamilyProps = sendfam;
+ }
+ }
+
+ public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
+ {
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ lock (m_entityProps.SyncRoot)
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true));
+ }
- ObjectPropertiesPacket.ObjectDataBlock block =
- new ObjectPropertiesPacket.ObjectDataBlock();
+ public void SendObjectPropertiesReply(ISceneEntity entity)
+ {
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ lock (m_entityProps.SyncRoot)
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false));
+ }
- block.ItemID = ItemID;
- block.CreationDate = CreationDate;
- block.CreatorID = CreatorUUID;
- block.FolderID = FolderUUID;
- block.FromTaskID = FromTaskUUID;
- block.GroupID = GroupUUID;
- block.InventorySerial = InventorySerial;
+ private void ProcessEntityPropertyRequests(int maxUpdates)
+ {
+ OpenSim.Framework.Lazy> objectFamilyBlocks =
+ new OpenSim.Framework.Lazy>();
- block.LastOwnerID = LastOwnerUUID;
- // proper.ObjectData[0].LastOwnerID = UUID.Zero;
+ OpenSim.Framework.Lazy> objectPropertiesBlocks =
+ new OpenSim.Framework.Lazy>();
- block.ObjectID = ObjectUUID;
- if (OwnerUUID == GroupUUID)
- block.OwnerID = UUID.Zero;
- else
- block.OwnerID = OwnerUUID;
- block.TouchName = Util.StringToBytes256(TouchTitle);
- block.TextureID = TextureID;
- block.SitName = Util.StringToBytes256(SitTitle);
- block.Name = Util.StringToBytes256(ItemName);
- block.Description = Util.StringToBytes256(ItemDescription);
- block.OwnerMask = OwnerMask;
- block.NextOwnerMask = NextOwnerMask;
- block.GroupMask = GroupMask;
- block.EveryoneMask = EveryoneMask;
- block.BaseMask = BaseMask;
- // proper.ObjectData[0].AggregatePerms = 53;
- // proper.ObjectData[0].AggregatePermTextures = 0;
- // proper.ObjectData[0].AggregatePermTexturesOwner = 0;
- block.SaleType = saleType;
- block.SalePrice = salePrice;
+ IEntityUpdate iupdate;
+ Int32 timeinqueue; // this is just debugging code & can be dropped later
- lock (m_propertiesPacketTimer)
+ int updatesThisCall = 0;
+ while (updatesThisCall < m_maxUpdates)
{
- m_propertiesBlocks.Add(block);
+ lock (m_entityProps.SyncRoot)
+ if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue))
+ break;
- int length = 0;
- foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks)
+ ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
+ if (update.SendFamilyProps)
{
- length += b.Length;
+ if (update.Entity is SceneObjectPart)
+ {
+ SceneObjectPart sop = (SceneObjectPart)update.Entity;
+ ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesFamilyBlock(sop,update.Flags);
+ objectFamilyBlocks.Value.Add(objPropDB);
+ }
}
- if (length > 1100) // FIXME: use real MTU
+ else
{
- ProcessObjectPropertiesPacket(null, null);
- m_propertiesPacketTimer.Stop();
- return;
+ if (update.Entity is SceneObjectPart)
+ {
+ SceneObjectPart sop = (SceneObjectPart)update.Entity;
+ ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop);
+ objectPropertiesBlocks.Value.Add(objPropDB);
+ }
}
+ }
+
+
+ if (objectPropertiesBlocks.IsValueCreated)
+ {
+ List blocks = objectPropertiesBlocks.Value;
- m_propertiesPacketTimer.Stop();
- m_propertiesPacketTimer.Start();
+ ObjectPropertiesPacket packet = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ packet.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[blocks.Count];
+ for (int i = 0; i < blocks.Count; i++)
+ packet.ObjectData[i] = blocks[i];
+
+ packet.Header.Zerocoded = true;
+ OutPacket(packet, ThrottleOutPacketType.Task, true);
}
+
+
+ if (objectFamilyBlocks.IsValueCreated)
+ {
+ List blocks = objectFamilyBlocks.Value;
+
+ // ObjectPropertiesFamilyPacket objPropFamilyPack =
+ // (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
+ //
+ // objPropFamilyPack.ObjectData = new ObjectPropertiesFamilyPacket.ObjectDataBlock[blocks.Count];
+ // for (int i = 0; i < blocks.Count; i++)
+ // objPropFamilyPack.ObjectData[i] = blocks[i];
+ //
+ // OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task, true);
+
+ // one packet per object block... uggh...
+ for (int i = 0; i < blocks.Count; i++)
+ {
+ ObjectPropertiesFamilyPacket packet =
+ (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
- //proper.Header.Zerocoded = true;
- //OutPacket(proper, ThrottleOutPacketType.Task);
+ packet.ObjectData = blocks[i];
+ packet.Header.Zerocoded = true;
+ OutPacket(packet, ThrottleOutPacketType.Task);
+ }
+
+ }
+
}
- private void ProcessObjectPropertiesPacket(Object sender, ElapsedEventArgs e)
+ private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
{
- ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
- lock (m_propertiesPacketTimer)
- {
- m_propertiesPacketTimer.Stop();
+ block.RequestFlags = requestFlags;
+ block.ObjectID = sop.UUID;
+ if (sop.OwnerID == sop.GroupID)
+ block.OwnerID = UUID.Zero;
+ else
+ block.OwnerID = sop.OwnerID;
+ block.GroupID = sop.GroupID;
+ block.BaseMask = sop.BaseMask;
+ block.OwnerMask = sop.OwnerMask;
+ block.GroupMask = sop.GroupMask;
+ block.EveryoneMask = sop.EveryoneMask;
+ block.NextOwnerMask = sop.NextOwnerMask;
- proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
+ // TODO: More properties are needed in SceneObjectPart!
+ block.OwnershipCost = sop.OwnershipCost;
+ block.SaleType = sop.ObjectSaleType;
+ block.SalePrice = sop.SalePrice;
+ block.Category = sop.Category;
+ block.LastOwnerID = sop.CreatorID; // copied from old SOG call... is this right?
+ block.Name = Util.StringToBytes256(sop.Name);
+ block.Description = Util.StringToBytes256(sop.Description);
- int index = 0;
+ return block;
+ }
- foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks)
- {
- proper.ObjectData[index++] = b;
- }
+ private ObjectPropertiesPacket.ObjectDataBlock CreateObjectPropertiesBlock(SceneObjectPart sop)
+ {
+ //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ // TODO: don't create new blocks if recycling an old packet
- m_propertiesBlocks.Clear();
- }
+ ObjectPropertiesPacket.ObjectDataBlock block =
+ new ObjectPropertiesPacket.ObjectDataBlock();
+
+ block.ObjectID = sop.UUID;
+ block.Name = Util.StringToBytes256(sop.Name);
+ block.Description = Util.StringToBytes256(sop.Description);
- proper.Header.Zerocoded = true;
- OutPacket(proper, ThrottleOutPacketType.Task);
+ block.CreationDate = (ulong)sop.CreationDate * 1000000; // viewer wants date in microseconds
+ block.CreatorID = sop.CreatorID;
+ block.GroupID = sop.GroupID;
+ block.LastOwnerID = sop.LastOwnerID;
+ if (sop.OwnerID == sop.GroupID)
+ block.OwnerID = UUID.Zero;
+ else
+ block.OwnerID = sop.OwnerID;
+
+ block.ItemID = sop.FromUserInventoryItemID;
+ block.FolderID = UUID.Zero; // sop.FromFolderID ??
+ block.FromTaskID = UUID.Zero; // ???
+ block.InventorySerial = (short)sop.InventorySerial;
+
+ SceneObjectPart root = sop.ParentGroup.RootPart;
+
+ block.TouchName = Util.StringToBytes256(root.TouchName);
+ block.TextureID = new byte[0]; // TextureID ???
+ block.SitName = Util.StringToBytes256(root.SitName);
+ block.OwnerMask = root.OwnerMask;
+ block.NextOwnerMask = root.NextOwnerMask;
+ block.GroupMask = root.GroupMask;
+ block.EveryoneMask = root.EveryoneMask;
+ block.BaseMask = root.BaseMask;
+ block.SaleType = root.ObjectSaleType;
+ block.SalePrice = root.SalePrice;
+
+ return block;
}
+/// -----------------------------------------------------------------
+///
+/// -----------------------------------------------------------------
+
#region Estate Data Sending Methods
private static bool convertParamStringToBool(byte[] field)
@@ -4482,6 +4542,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendForceClientSelectObjects(List ObjectIDs)
{
+ m_log.WarnFormat("[LLCLIENTVIEW] sending select with {0} objects", ObjectIDs.Count);
+
bool firstCall = true;
const int MAX_OBJECTS_PER_PACKET = 251;
ForceObjectSelectPacket pack = (ForceObjectSelectPacket)PacketPool.Instance.GetPacket(PacketType.ForceObjectSelect);
@@ -11374,6 +11436,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.DebugFormat("[CLIENT]: Packet OUT {0}", packet.Type);
}
+ if (throttlePacketType == ThrottleOutPacketType.Task)
+ {
+ System.Diagnostics.StackTrace stackTrace = new System.Diagnostics.StackTrace(); // get call stack
+ System.Diagnostics.StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
+
+ string stack = "";
+ for (int count = 1; count < stackFrames.Length; count++)
+ {
+ stack += (stack == "" ? "" : ",") + stackFrames[count].GetMethod().Name;
+ if (count > 5) break;
+ }
+
+ // m_log.WarnFormat("[BADGUY] {0}", stack);
+ }
+
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
index 364ce4b..6521a00 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
@@ -78,7 +78,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
- public bool Enqueue(uint pqueue, EntityUpdate value)
+ public bool Enqueue(uint pqueue, IEntityUpdate value)
{
LookupItem lookup;
@@ -99,7 +99,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return true;
}
- internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
+ internal bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
{
for (int i = 0; i < m_numberOfQueues; ++i)
{
@@ -122,7 +122,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
timeinqueue = 0;
- value = default(EntityUpdate);
+ value = default(IEntityUpdate);
return false;
}
@@ -175,8 +175,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region MinHeapItem
private struct MinHeapItem : IComparable
{
- private EntityUpdate value;
- internal EntityUpdate Value {
+ private IEntityUpdate value;
+ internal IEntityUpdate Value {
get {
return this.value;
}
@@ -212,7 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
this.pqueue = pqueue;
}
- internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
+ internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index d939329..89e9e20 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -702,18 +702,12 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType,int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
+
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ca7d9d9..30563d4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1765,10 +1765,12 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
{
- remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
- RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
- RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
- RootPart.CreatorID, RootPart.Name, RootPart.Description);
+ remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags);
+
+// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
+// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
+// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
+// RootPart.CreatorID, RootPart.Name, RootPart.Description);
}
public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4d5eedf..3d2eacd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2055,15 +2055,7 @@ namespace OpenSim.Region.Framework.Scenes
public void GetProperties(IClientAPI client)
{
- //Viewer wants date in microseconds so multiply it by 1,000,000.
- client.SendObjectPropertiesReply(
- m_fromUserInventoryItemID, (ulong)_creationDate*(ulong)1e6, _creatorID, UUID.Zero, UUID.Zero,
- _groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
- ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
- ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
- ParentGroup.RootPart._baseMask,
- ParentGroup.RootPart.ObjectSaleType,
- ParentGroup.RootPart.SalePrice);
+ client.SendObjectPropertiesReply(this);
}
public UUID GetRootPartUUID()
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 821cd4b..4b6e52e 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -1332,14 +1332,13 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID, uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask, uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category, UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID, UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID, UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName, string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask, uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
-
}
public void SendAgentOffline(UUID[] agentIDs)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 96760a2..2504e30 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -786,18 +786,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
+
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
}
--
cgit v1.1
From 3ba5eeb6c3b7c6381ca1e0ed87bce44049f96e37 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 12 Apr 2011 22:15:40 +0100
Subject: Allow a null rotation to be passed in to RezObject so that we can
control whether to use the serialized rotation or not. Not used yet.
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 20 +++++++++++++-------
1 file changed, 13 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 4370850..87b4cb8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- ///
- ///
- ///
+ /// The position of the rezzed object.
+ /// The rotation of the rezzed object. If null, then the rotation stored with the object
+ /// will be used if it exists.
+ /// The velocity of the rezzed object.
///
/// The SceneObjectGroup rezzed or null if rez was unsuccessful
public virtual SceneObjectGroup RezObject(
- SceneObjectPart sourcePart, TaskInventoryItem item,
- Vector3 pos, Quaternion rot, Vector3 vel, int param)
+ SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
{
if (null == item)
return null;
@@ -2041,8 +2041,14 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
}
-
- AddNewSceneObject(group, true, pos, rot, vel);
+
+ AddNewSceneObject(group, true);
+
+ group.AbsolutePosition = pos;
+ group.Velocity = vel;
+
+ if (rot != null)
+ group.UpdateGroupRotationR((Quaternion)rot);
// We can only call this after adding the scene object, since the scene object references the scene
// to find out if scripts should be activated at all.
--
cgit v1.1
From 8e0d2cc43b63046b0dd6b9a3a7dafd70a70362d0 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 12 Apr 2011 22:21:46 +0100
Subject: If an object is rezzed directly from a prim inventory then give it
the rotation it was stored with.
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 87b4cb8..254879b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2007,7 +2007,7 @@ namespace OpenSim.Region.Framework.Scenes
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
- RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0);
+ RezObject(part, item, pos, null, Vector3.Zero, 0);
}
}
--
cgit v1.1
From b0889ed92a3c7d152f9b05aec1ce00dfc010e34e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 12 Apr 2011 22:30:43 +0100
Subject: refactor: simplify bRayEndIsIntersection boolean set from
RayEndIsIntersection byte
---
.../Framework/InventoryAccess/InventoryAccessModule.cs | 15 +--------------
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 13 +------------
2 files changed, 2 insertions(+), 26 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index cdee53c..73b0a35 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -574,21 +574,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
- // Work out position details
- byte bRayEndIsIntersection = (byte)0;
-
- if (RayEndIsIntersection)
- {
- bRayEndIsIntersection = (byte)1;
- }
- else
- {
- bRayEndIsIntersection = (byte)0;
- }
-
+ byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
-
-
Vector3 pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 254879b..0f85925 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1989,18 +1989,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
- // Work out position details
- byte bRayEndIsIntersection = (byte)0;
-
- if (RayEndIsIntersection)
- {
- bRayEndIsIntersection = (byte)1;
- }
- else
- {
- bRayEndIsIntersection = (byte)0;
- }
-
+ byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos
= GetNewRezLocation(
--
cgit v1.1
From 7fa085b3fa8eacbfec4b9f8969bcbcc210ee50f0 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 14:40:57 -0700
Subject: fixed a couple bugs with the property queues
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 38 +++++++++++++++++++++-
1 file changed, 37 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index b96343e..4db5b22 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4091,9 +4091,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
objectPropertiesBlocks.Value.Add(objPropDB);
}
}
+
+ updatesThisCall++;
}
+ Int32 ppcnt = 0;
+ Int32 pbcnt = 0;
+
if (objectPropertiesBlocks.IsValueCreated)
{
List blocks = objectPropertiesBlocks.Value;
@@ -4105,9 +4110,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.Header.Zerocoded = true;
OutPacket(packet, ThrottleOutPacketType.Task, true);
+
+ pbcnt += blocks.Count;
+ ppcnt++;
}
+ Int32 fpcnt = 0;
+ Int32 fbcnt = 0;
+
if (objectFamilyBlocks.IsValueCreated)
{
List blocks = objectFamilyBlocks.Value;
@@ -4130,10 +4141,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.ObjectData = blocks[i];
packet.Header.Zerocoded = true;
OutPacket(packet, ThrottleOutPacketType.Task);
+
+ fpcnt++;
+ fbcnt++;
}
}
+ m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
+ m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
@@ -11401,6 +11417,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, throttlePacketType, true);
}
+///
+ Dictionary pktsrc = new Dictionary();
+ uint pktcnt = 0;
+///
+
///
/// This is the starting point for sending a simulator packet out to the client
///
@@ -11448,7 +11469,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (count > 5) break;
}
- // m_log.WarnFormat("[BADGUY] {0}", stack);
+ lock(pktsrc)
+ {
+ if (! pktsrc.ContainsKey(stack))
+ pktsrc.Add(stack,0);
+ pktsrc[stack]++;
+
+ if (++pktcnt > 500)
+ {
+ pktcnt = 0;
+ m_log.WarnFormat("[PACKETCOUNTS] START");
+ foreach (KeyValuePair pkt in pktsrc)
+ m_log.WarnFormat("[PACKETCOUNTS] {0,8}, {1}", pkt.Value, pkt.Key);
+ pktsrc.Clear();
+ m_log.WarnFormat("[PACKETCOUNTS] END");
+ }
+ }
}
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
--
cgit v1.1
From 80ba3de90240d190bad1bd15ff89dfdb390c5e24 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 15:40:57 -0700
Subject: Fixed the update of items in the priority queue to enable both types
of property updates to be specified. Not sure if one form of property update
should supercede another. But for now the old OpenSim behavior is preserved
by sending both.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 21 +++++++++++++++------
.../Region/ClientStack/LindenUDP/PriorityQueue.cs | 2 +-
2 files changed, 16 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 4db5b22..92a76ac 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4032,26 +4032,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private class ObjectPropertyUpdate : IEntityUpdate
{
internal bool SendFamilyProps;
+ internal bool SendObjectProps;
- public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam)
+ public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity,flags)
{
SendFamilyProps = sendfam;
+ SendObjectProps = sendobj;
+ }
+ public void Update(ObjectPropertyUpdate update)
+ {
+ SendFamilyProps = SendFamilyProps || update.SendFamilyProps;
+ SendObjectProps = SendObjectProps || update.SendObjectProps;
+ Flags |= update.Flags;
}
}
public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
{
- uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
- m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true));
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true,false));
}
public void SendObjectPropertiesReply(ISceneEntity entity)
{
- uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
- m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false));
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false,true));
}
private void ProcessEntityPropertyRequests(int maxUpdates)
@@ -4082,7 +4090,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
objectFamilyBlocks.Value.Add(objPropDB);
}
}
- else
+
+ if (update.SendObjectProps)
{
if (update.Entity is SceneObjectPart)
{
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
index 6521a00..b62ec07 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_lookupTable.TryGetValue(localid, out lookup))
{
entry = lookup.Heap[lookup.Handle].EntryOrder;
- value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
+ value.Update(lookup.Heap[lookup.Handle].Value);
lookup.Heap.Remove(lookup.Handle);
}
--
cgit v1.1
From 317617cfda5356e9d375d00c93cd0d23a489107e Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 15:55:21 -0700
Subject: remove packet monitoring debugging code
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 118 +--------------------
1 file changed, 2 insertions(+), 116 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 92a76ac..cf04f0d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -300,77 +300,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Used to adjust Sun Orbit values so Linden based viewers properly position sun
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
- // First log file or time has expired, start writing to a new log file
-//
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
- public class QueueLogger
- {
- public Int32 start = 0;
- public StreamWriter Log = null;
- private Dictionary m_idMap = new Dictionary();
-
- public QueueLogger()
- {
- DateTime now = DateTime.Now;
- String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
- Log = new StreamWriter(fname);
-
- start = Util.EnvironmentTickCount();
- }
-
- public int LookupID(UUID uuid)
- {
- int localid;
- if (! m_idMap.TryGetValue(uuid,out localid))
- {
- localid = m_idMap.Count + 1;
- m_idMap[uuid] = localid;
- }
-
- return localid;
- }
- }
-
- public static QueueLogger QueueLog = null;
-
- // -----------------------------------------------------------------
- public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- int aid = QueueLog.LookupID(avatar);
- QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
- }
- }
-
- // -----------------------------------------------------------------
- public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
- }
- }
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-//
-
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients
@@ -4025,10 +3954,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
-/// -----------------------------------------------------------------
-///
-/// -----------------------------------------------------------------
-
private class ObjectPropertyUpdate : IEntityUpdate
{
internal bool SendFamilyProps;
@@ -4157,8 +4082,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
- m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
- m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
+ // m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
+ // m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
@@ -4232,10 +4157,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return block;
}
-/// -----------------------------------------------------------------
-///
-/// -----------------------------------------------------------------
-
#region Estate Data Sending Methods
private static bool convertParamStringToBool(byte[] field)
@@ -11426,11 +11347,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, throttlePacketType, true);
}
-///
- Dictionary pktsrc = new Dictionary();
- uint pktcnt = 0;
-///
-
///
/// This is the starting point for sending a simulator packet out to the client
///
@@ -11465,36 +11381,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (logPacket)
m_log.DebugFormat("[CLIENT]: Packet OUT {0}", packet.Type);
}
-
- if (throttlePacketType == ThrottleOutPacketType.Task)
- {
- System.Diagnostics.StackTrace stackTrace = new System.Diagnostics.StackTrace(); // get call stack
- System.Diagnostics.StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
-
- string stack = "";
- for (int count = 1; count < stackFrames.Length; count++)
- {
- stack += (stack == "" ? "" : ",") + stackFrames[count].GetMethod().Name;
- if (count > 5) break;
- }
-
- lock(pktsrc)
- {
- if (! pktsrc.ContainsKey(stack))
- pktsrc.Add(stack,0);
- pktsrc[stack]++;
-
- if (++pktcnt > 500)
- {
- pktcnt = 0;
- m_log.WarnFormat("[PACKETCOUNTS] START");
- foreach (KeyValuePair pkt in pktsrc)
- m_log.WarnFormat("[PACKETCOUNTS] {0,8}, {1}", pkt.Value, pkt.Key);
- pktsrc.Clear();
- m_log.WarnFormat("[PACKETCOUNTS] END");
- }
- }
- }
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
}
--
cgit v1.1
From 5c870fce548eeca24ae0491a2261ce4fb330a57b Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 12 Apr 2011 19:45:33 -0700
Subject: Bug fix in object serialization -- sculpt data was wrong.
---
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 57ae4fd..b412e25 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -1318,7 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteStartElement("SculptData");
byte[] sd;
if (shp.SculptData != null)
- sd = shp.ExtraParams;
+ sd = shp.SculptData;
else
sd = Utils.EmptyBytes;
writer.WriteBase64(sd, 0, sd.Length);
--
cgit v1.1
From 16c911dcbb883e60d7a49176db8b2cea650cc929 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 12 Apr 2011 19:46:27 -0700
Subject: Implemented terrain save-tile command. Does the opposite of
load-tile. For now, only saves to .png.
---
.../Terrain/FileLoaders/GenericSystemDrawing.cs | 46 ++++++++++++++++++
.../CoreModules/World/Terrain/FileLoaders/JPEG.cs | 8 ++++
.../CoreModules/World/Terrain/FileLoaders/LLRAW.cs | 8 ++++
.../CoreModules/World/Terrain/FileLoaders/RAW32.cs | 7 +++
.../World/Terrain/FileLoaders/Terragen.cs | 8 ++++
.../CoreModules/World/Terrain/ITerrainLoader.cs | 1 +
.../CoreModules/World/Terrain/TerrainModule.cs | 54 ++++++++++++++++++++++
7 files changed, 132 insertions(+)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/GenericSystemDrawing.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/GenericSystemDrawing.cs
index d6fa093..21a9999 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/GenericSystemDrawing.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/GenericSystemDrawing.cs
@@ -124,6 +124,52 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
colours.Save(stream, ImageFormat.Png);
}
+ public virtual void SaveFile(ITerrainChannel m_channel, string filename,
+ int offsetX, int offsetY,
+ int fileWidth, int fileHeight,
+ int regionSizeX, int regionSizeY)
+
+ {
+ // We need to do this because:
+ // "Saving the image to the same file it was constructed from is not allowed and throws an exception."
+ string tempName = offsetX + "_ " + offsetY + "_" + filename;
+
+ Bitmap entireBitmap = null;
+ Bitmap thisBitmap = null;
+ if (File.Exists(filename))
+ {
+ File.Copy(filename, tempName);
+ entireBitmap = new Bitmap(tempName);
+ if (entireBitmap.Width != fileWidth * regionSizeX || entireBitmap.Height != fileHeight * regionSizeY)
+ {
+ // old file, let's overwrite it
+ entireBitmap = new Bitmap(fileWidth * regionSizeX, fileHeight * regionSizeY);
+ }
+ }
+ else
+ {
+ entireBitmap = new Bitmap(fileWidth * regionSizeX, fileHeight * regionSizeY);
+ }
+
+ thisBitmap = CreateGrayscaleBitmapFromMap(m_channel);
+ Console.WriteLine("offsetX=" + offsetX + " offsetY=" + offsetY);
+ for (int x = 0; x < regionSizeX; x++)
+ for (int y = 0; y < regionSizeY; y++)
+ entireBitmap.SetPixel(x + offsetX * regionSizeX, y + (fileHeight - 1 - offsetY) * regionSizeY, thisBitmap.GetPixel(x, y));
+
+ Save(entireBitmap, filename);
+ thisBitmap.Dispose();
+ entireBitmap.Dispose();
+
+ if (File.Exists(tempName))
+ File.Delete(tempName);
+ }
+
+ protected virtual void Save(Bitmap bmp, string filename)
+ {
+ bmp.Save(filename, ImageFormat.Png);
+ }
+
#endregion
public override string ToString()
diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/JPEG.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/JPEG.cs
index 8667607..1a0d8ec 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/JPEG.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/JPEG.cs
@@ -76,6 +76,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
colours.Save(stream, ImageFormat.Jpeg);
}
+ public virtual void SaveFile(ITerrainChannel m_channel, string filename,
+ int offsetX, int offsetY,
+ int fileWidth, int fileHeight,
+ int regionSizeX, int regionSizeY)
+ {
+ throw new System.Exception("Not Implemented");
+ }
+
#endregion
public override string ToString()
diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/LLRAW.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/LLRAW.cs
index a70ef13..fad7641 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/LLRAW.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/LLRAW.cs
@@ -240,6 +240,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
get { return ".raw"; }
}
+ public virtual void SaveFile(ITerrainChannel m_channel, string filename,
+ int offsetX, int offsetY,
+ int fileWidth, int fileHeight,
+ int regionSizeX, int regionSizeY)
+ {
+ throw new System.Exception("Not Implemented");
+ }
+
#endregion
public override string ToString()
diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/RAW32.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/RAW32.cs
index 3c76665..ba073ca 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/RAW32.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/RAW32.cs
@@ -160,6 +160,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
bs.Close();
}
+ public virtual void SaveFile(ITerrainChannel m_channel, string filename,
+ int offsetX, int offsetY,
+ int fileWidth, int fileHeight,
+ int regionSizeX, int regionSizeY)
+ {
+ throw new System.Exception("Not Implemented");
+ }
#endregion
public override string ToString()
diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs
index 2919897..2f37d9d 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs
@@ -308,6 +308,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
get { return ".ter"; }
}
+ public virtual void SaveFile(ITerrainChannel m_channel, string filename,
+ int offsetX, int offsetY,
+ int fileWidth, int fileHeight,
+ int regionSizeX, int regionSizeY)
+ {
+ throw new System.Exception("Not Implemented");
+ }
+
#endregion
public override string ToString()
diff --git a/OpenSim/Region/CoreModules/World/Terrain/ITerrainLoader.cs b/OpenSim/Region/CoreModules/World/Terrain/ITerrainLoader.cs
index 7403281..7237f90 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/ITerrainLoader.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/ITerrainLoader.cs
@@ -38,5 +38,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
ITerrainChannel LoadStream(Stream stream);
void SaveFile(string filename, ITerrainChannel map);
void SaveStream(Stream stream, ITerrainChannel map);
+ void SaveFile(ITerrainChannel map, string filename, int offsetX, int offsetY, int fileWidth, int fileHeight, int regionSizeX, int regionSizeY);
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 8a79d78..9c7b2fa 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -541,6 +541,39 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
///
+ /// Saves the terrain to a larger terrain file.
+ ///
+ /// The terrain file to save
+ /// The width of the file in units
+ /// The height of the file in units
+ /// Where to begin our slice
+ /// Where to begin our slice
+ public void SaveToFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
+ {
+ int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX;
+ int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY;
+
+ if (offsetX >= 0 && offsetX < fileWidth && offsetY >= 0 && offsetY < fileHeight)
+ {
+ // this region is included in the tile request
+ foreach (KeyValuePair loader in m_loaders)
+ {
+ if (filename.EndsWith(loader.Key))
+ {
+ lock (m_scene)
+ {
+ loader.Value.SaveFile(m_channel, filename, offsetX, offsetY,
+ fileWidth, fileHeight,
+ (int)Constants.RegionSize,
+ (int)Constants.RegionSize);
+ }
+ return;
+ }
+ }
+ }
+ }
+
+ ///
/// Performs updates to the region periodically, synchronising physics and other heightmap aware sections
///
private void EventManager_OnTerrainTick()
@@ -860,6 +893,15 @@ namespace OpenSim.Region.CoreModules.World.Terrain
SaveToFile((string) args[0]);
}
+ private void InterfaceSaveTileFile(Object[] args)
+ {
+ SaveToFile((string)args[0],
+ (int)args[1],
+ (int)args[2],
+ (int)args[3],
+ (int)args[4]);
+ }
+
private void InterfaceBakeTerrain(Object[] args)
{
UpdateRevertMap();
@@ -1115,6 +1157,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain
loadFromTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
"Integer");
+ Command saveToTileCommand =
+ new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file.");
+ saveToTileCommand.AddArgument("filename",
+ "The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " +
+ supportedFileExtensions, "String");
+ saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
+ saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
+ saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
+ "Integer");
+ saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
+ "Integer");
// Terrain adjustments
Command fillRegionCommand =
new Command("fill", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFillTerrain, "Fills the current heightmap with a specified value.");
@@ -1166,6 +1219,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_commander.RegisterCommand("load", loadFromFileCommand);
m_commander.RegisterCommand("load-tile", loadFromTileCommand);
m_commander.RegisterCommand("save", saveToFileCommand);
+ m_commander.RegisterCommand("save-tile", saveToTileCommand);
m_commander.RegisterCommand("fill", fillRegionCommand);
m_commander.RegisterCommand("elevate", elevateCommand);
m_commander.RegisterCommand("lower", lowerCommand);
--
cgit v1.1
From 7592a033df4f81ba985e1d6f57ad0ef488dc5745 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 12 Apr 2011 20:24:28 -0700
Subject: Moved 3 request handlers from OpenSim.Framework.Servers.HttpServer up
to OpenSim.Framework -- just pasted them in WebUtil. This is so that code
that uses the Service connectors don't need to include the HttpServer dll --
that was odd.
---
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 2 +-
.../Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs | 1 -
.../ServiceConnectorsIn/Asset/AssetServiceInConnectorModule.cs | 1 -
.../Authentication/AuthenticationServiceInConnectorModule.cs | 1 -
.../ServiceConnectorsIn/Grid/GridInfoServiceInConnectorModule.cs | 1 -
.../ServiceConnectorsIn/Hypergrid/HypergridServiceInConnectorModule.cs | 1 -
.../ServiceConnectorsIn/Inventory/InventoryServiceInConnectorModule.cs | 3 +--
.../ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs | 1 -
.../ServiceConnectorsIn/Login/LLLoginServiceInConnectorModule.cs | 1 -
.../ServiceConnectorsIn/Neighbour/NeighbourServiceInConnectorModule.cs | 1 -
.../Simulation/SimulationServiceInConnectorModule.cs | 1 -
11 files changed, 2 insertions(+), 12 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 4d74b2a..5baf078 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -34,13 +34,13 @@ using Nini.Config;
using Nwc.XmlRpc;
using OpenMetaverse;
using OpenSim.Framework;
+using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Connectors.Friends;
using OpenSim.Server.Base;
-using OpenSim.Framework.Servers.HttpServer;
using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..919ea33 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -33,7 +33,6 @@ using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Asset/AssetServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Asset/AssetServiceInConnectorModule.cs
index e25700d..422f394 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Asset/AssetServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Asset/AssetServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Authentication/AuthenticationServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Authentication/AuthenticationServiceInConnectorModule.cs
index 02acddc..2b5beba 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Authentication/AuthenticationServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Authentication/AuthenticationServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Grid/GridInfoServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Grid/GridInfoServiceInConnectorModule.cs
index 6d975af..f29c074 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Grid/GridInfoServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Grid/GridInfoServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Hypergrid/HypergridServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Hypergrid/HypergridServiceInConnectorModule.cs
index 2f96bcb..d2343c9 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Hypergrid/HypergridServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Hypergrid/HypergridServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Inventory/InventoryServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Inventory/InventoryServiceInConnectorModule.cs
index 209cf0d..53a8ace 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Inventory/InventoryServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Inventory/InventoryServiceInConnectorModule.cs
@@ -31,9 +31,8 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
-using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
using OpenSim.Server.Base;
using OpenSim.Server.Handlers.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs
index fcc69e9..fc64203 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Land/LandServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Login/LLLoginServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Login/LLLoginServiceInConnectorModule.cs
index 2a9366c..f759470 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Login/LLLoginServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Login/LLLoginServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Neighbour/NeighbourServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Neighbour/NeighbourServiceInConnectorModule.cs
index 35518d5..5c32632 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Neighbour/NeighbourServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Neighbour/NeighbourServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Simulation/SimulationServiceInConnectorModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Simulation/SimulationServiceInConnectorModule.cs
index 5ee1c97..86b4926 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsIn/Simulation/SimulationServiceInConnectorModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/Simulation/SimulationServiceInConnectorModule.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
using log4net;
using Nini.Config;
using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Server.Base;
--
cgit v1.1
From 90b810c27ef4fe3da1796842940af13db61fb91d Mon Sep 17 00:00:00 2001
From: dahlia
Date: Tue, 12 Apr 2011 22:47:30 -0700
Subject: force mesh proxy for simple box prims with path cut
---
OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | 3 +++
OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 3 +++
2 files changed, 6 insertions(+)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
index 85e34c1..6df213d 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
@@ -648,6 +648,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
+ if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
+ iPropertiesNotSupportedDefault++;
+
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
iPropertiesNotSupportedDefault++;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index eb97f41..a0101af 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -2528,6 +2528,9 @@ namespace OpenSim.Region.Physics.OdePlugin
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
+ if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
+ iPropertiesNotSupportedDefault++;
+
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
iPropertiesNotSupportedDefault++;
--
cgit v1.1
From 6613daa82a3bf0d45b0be1b2941646042f9008f4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 17:46:36 +0100
Subject: Add a regression test for rezzing a single object into a scene from
user inventory
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 9 +-
.../Tests/InventoryAccessModuleTests.cs | 133 +++++++++++++++++++++
.../World/Estate/EstateManagementModule.cs | 4 +
3 files changed, 145 insertions(+), 1 deletion(-)
create mode 100644 OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 8de31d7..76d7f79 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4290,6 +4290,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendEstateCovenantInformation(UUID covenant)
{
+// m_log.DebugFormat("[LLCLIENTVIEW]: Sending estate covenant asset id of {0} to {1}", covenant, Name);
+
EstateCovenantReplyPacket einfopack = new EstateCovenantReplyPacket();
EstateCovenantReplyPacket.DataBlock edata = new EstateCovenantReplyPacket.DataBlock();
edata.CovenantID = covenant;
@@ -4300,8 +4302,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(einfopack, ThrottleOutPacketType.Task);
}
- public void SendDetailedEstateData(UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition, UUID covenant, string abuseEmail, UUID estateOwner)
+ public void SendDetailedEstateData(
+ UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition,
+ UUID covenant, string abuseEmail, UUID estateOwner)
{
+// m_log.DebugFormat(
+// "[LLCLIENTVIEW]: Sending detailed estate data to {0} with covenant asset id {1}", Name, covenant);
+
EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
packet.MethodData.Invoice = invoice;
packet.AgentData.TransactionID = UUID.Random();
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
new file mode 100644
index 0000000..ecf70ac
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -0,0 +1,133 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Reflection;
+using System.Threading;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Data;
+using OpenSim.Framework;
+using OpenSim.Framework.Serialization;
+using OpenSim.Framework.Serialization.External;
+using OpenSim.Framework.Communications;
+using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
+using OpenSim.Region.CoreModules.Framework.InventoryAccess;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Scenes.Serialization;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+using OpenSim.Tests.Common.Setup;
+
+namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
+{
+ [TestFixture]
+ public class InventoryAccessModuleTests
+ {
+ protected TestScene m_scene;
+ protected BasicInventoryAccessModule m_iam;
+
+ [SetUp]
+ public void SetUp()
+ {
+ m_iam = new BasicInventoryAccessModule();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
+
+ m_scene = SceneSetupHelpers.SetupScene("Inventory");
+ SceneSetupHelpers.SetupSceneModules(m_scene, config, m_iam);
+ }
+
+ [Test]
+ public void TestRezObject()
+ {
+ TestHelper.InMethod();
+ log4net.Config.XmlConfigurator.Configure();
+
+ // Create user
+ string userFirstName = "Jock";
+ string userLastName = "Stirrup";
+ string userPassword = "troll";
+ UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
+ UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
+
+ // Create asset
+ SceneObjectGroup object1;
+ SceneObjectPart part1;
+ {
+ string partName = "My Little Dog Object";
+ UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
+ PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
+ Vector3 groupPosition = new Vector3(10, 20, 30);
+ Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
+ Vector3 offsetPosition = new Vector3(5, 10, 15);
+
+ part1
+ = new SceneObjectPart(
+ ownerId, shape, groupPosition, rotationOffset, offsetPosition);
+ part1.Name = partName;
+
+ object1 = new SceneObjectGroup(part1);
+ }
+
+ UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
+ AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
+ m_scene.AssetService.Store(asset1);
+
+ // Create item
+ UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
+ string item1Name = "My Little Dog";
+ InventoryItemBase item1 = new InventoryItemBase();
+ item1.Name = item1Name;
+ item1.AssetID = asset1.FullID;
+ item1.ID = item1Id;
+ InventoryFolderBase objsFolder
+ = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0];
+ item1.Folder = objsFolder.ID;
+ m_scene.AddInventoryItem(item1);
+
+ AgentCircuitData acd = new AgentCircuitData();
+ acd.AgentID = userId;
+ TestClient tc = new TestClient(acd, m_scene);
+
+ SceneObjectGroup so
+ = m_iam.RezObject(
+ tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
+
+ Assert.That(so, Is.Not.Null);
+
+ SceneObjectPart retrievedPart = m_scene.GetSceneObjectPart(so.UUID);
+ Assert.That(retrievedPart, Is.Not.Null);
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index b6d64ac..ab90e90 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -259,6 +259,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
private void handleChangeEstateCovenantRequest(IClientAPI remoteClient, UUID estateCovenantID)
{
+// m_log.DebugFormat(
+// "[ESTATE MANAGEMENT MODULE]: Handling request from {0} to change estate covenant to {1}",
+// remoteClient.Name, estateCovenantID);
+
Scene.RegionInfo.RegionSettings.Covenant = estateCovenantID;
Scene.RegionInfo.RegionSettings.Save();
TriggerRegionInfoChange();
--
cgit v1.1
From 08fd1d9bbd0878e6ea0ce4abc0a664a70865ea01 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 18:11:04 +0100
Subject: factor out some test code into the SetUp()
---
.../Tests/InventoryAccessModuleTests.cs | 29 +++++++++++-----------
1 file changed, 15 insertions(+), 14 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index ecf70ac..5eca753 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -54,6 +54,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
{
protected TestScene m_scene;
protected BasicInventoryAccessModule m_iam;
+ protected UUID m_userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
+ protected TestClient m_tc;
[SetUp]
public void SetUp()
@@ -66,20 +68,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
m_scene = SceneSetupHelpers.SetupScene("Inventory");
SceneSetupHelpers.SetupSceneModules(m_scene, config, m_iam);
+
+ // Create user
+ string userFirstName = "Jock";
+ string userLastName = "Stirrup";
+ string userPassword = "troll";
+ UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, m_userId, userPassword);
+
+ AgentCircuitData acd = new AgentCircuitData();
+ acd.AgentID = m_userId;
+ m_tc = new TestClient(acd, m_scene);
}
[Test]
public void TestRezObject()
{
TestHelper.InMethod();
- log4net.Config.XmlConfigurator.Configure();
-
- // Create user
- string userFirstName = "Jock";
- string userLastName = "Stirrup";
- string userPassword = "troll";
- UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
- UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
+// log4net.Config.XmlConfigurator.Configure();
// Create asset
SceneObjectGroup object1;
@@ -112,17 +117,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
item1.AssetID = asset1.FullID;
item1.ID = item1Id;
InventoryFolderBase objsFolder
- = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0];
+ = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, m_userId, "Objects")[0];
item1.Folder = objsFolder.ID;
m_scene.AddInventoryItem(item1);
- AgentCircuitData acd = new AgentCircuitData();
- acd.AgentID = userId;
- TestClient tc = new TestClient(acd, m_scene);
-
SceneObjectGroup so
= m_iam.RezObject(
- tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
+ m_tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
Assert.That(so, Is.Not.Null);
--
cgit v1.1
From dec9c2283b548818409c91a93307334d1c0d9774 Mon Sep 17 00:00:00 2001
From: BlueWall
Date: Wed, 13 Apr 2011 16:10:18 -0400
Subject: Add ColladaMesh switch
---
OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 13 +++++++++++--
.../Assets/NewFileAgentInventoryVariablePriceModule.cs | 11 ++++++++++-
2 files changed, 21 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
index 878242a..d2278bc 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
@@ -54,6 +54,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
private Scene m_scene;
private IAssetService m_assetService;
+ private bool m_enabled = true;
#region IRegionModuleBase Members
@@ -65,7 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
-
+ IConfig startupConfig = source.Configs["Startup"];
+ if (startupConfig == null)
+ return;
+
+ if (!startupConfig.GetBoolean("ColladaMesh",true))
+ m_enabled = false;
}
public void AddRegion(Scene pScene)
@@ -101,16 +107,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void RegisterCaps(UUID agentID, Caps caps)
{
+ if(!m_enabled)
+ return;
+
UUID capID = UUID.Random();
// m_log.Info("[GETMESH]: /CAPS/" + capID);
+
caps.RegisterHandler("GetMesh",
new RestHTTPHandler("GET", "/CAPS/" + capID,
delegate(Hashtable m_dhttpMethod)
{
return ProcessGetMesh(m_dhttpMethod, agentID, caps);
}));
-
}
#endregion
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
index 4a42c93..fb07cc9 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
@@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
private Scene m_scene;
// private IAssetService m_assetService;
private bool m_dumpAssetsToFile = false;
+ private bool m_enabled = true;
#region IRegionModuleBase Members
@@ -67,7 +68,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
-
+ IConfig startupConfig = source.Configs["Startup"];
+ if (startupConfig == null)
+ return;
+
+ if (!startupConfig.GetBoolean("ColladaMesh",true))
+ m_enabled = false;
}
public void AddRegion(Scene pScene)
@@ -103,6 +109,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void RegisterCaps(UUID agentID, Caps caps)
{
+ if(!m_enabled)
+ return;
+
UUID capID = UUID.Random();
// m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID);
--
cgit v1.1
From 58efd761d13bd4f2617fcb3f94bbe265880589e3 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 21:17:43 +0100
Subject: Add coalesced scene objects class and serializer. This is currently
only used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
---
.../InventoryAccess/InventoryAccessModule.cs | 19 ++-
.../Tests/InventoryAccessModuleTests.cs | 79 +++++++++++++
.../Framework/Scenes/CoalescedSceneObjects.cs | 128 +++++++++++++++++++++
OpenSim/Region/Framework/Scenes/Scene.cs | 15 ++-
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +
.../CoalescedSceneObjectsSerializer.cs | 117 +++++++++++++++++++
.../Scenes/Serialization/SceneObjectSerializer.cs | 23 +++-
7 files changed, 374 insertions(+), 9 deletions(-)
create mode 100644 OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
create mode 100644 OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 73b0a35..cfcfc79 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
float minX, minY, minZ;
float maxX, maxY, maxZ;
- Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
+ Vector3[] offsets = Scene.GetCombinedBoundingBox(objlist,
out minX, out maxX, out minY, out maxY,
out minZ, out maxZ);
@@ -289,7 +289,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
XmlDocument doc = new XmlDocument();
SceneObjectGroup g = objlist[i];
doc.LoadXml(xmlStrings[g.UUID]);
- XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
+ XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
e.SetAttribute("offsetx", offsets[i].X.ToString());
e.SetAttribute("offsety", offsets[i].Y.ToString());
e.SetAttribute("offsetz", offsets[i].Z.ToString());
@@ -659,9 +659,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
itemId, n.OuterXml);
objlist.Add(g);
XmlElement el = (XmlElement)n;
- float x = Convert.ToSingle(el.GetAttribute("offsetx"));
- float y = Convert.ToSingle(el.GetAttribute("offsety"));
- float z = Convert.ToSingle(el.GetAttribute("offsetz"));
+
+ string rawX = el.GetAttribute("offsetx");
+ string rawY = el.GetAttribute("offsety");
+ string rawZ = el.GetAttribute("offsetz");
+//
+// m_log.DebugFormat(
+// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
+// g.Name, rawX, rawY, rawZ);
+
+ float x = Convert.ToSingle(rawX);
+ float y = Convert.ToSingle(rawY);
+ float z = Convert.ToSingle(rawZ);
veclist.Add(new Vector3(x, y, z));
}
}
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 5eca753..f8fa424 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -81,6 +81,85 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
}
[Test]
+ public void TestRezCoalescedObject()
+ {
+ TestHelper.InMethod();
+ log4net.Config.XmlConfigurator.Configure();
+
+ // Create asset
+ SceneObjectGroup object1;
+ {
+ string partName = "Object1";
+ UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
+ PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
+ Vector3 groupPosition = new Vector3(10, 20, 30);
+ Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
+ Vector3 offsetPosition = new Vector3(5, 10, 15);
+
+ SceneObjectPart part1
+ = new SceneObjectPart(
+ ownerId, shape, groupPosition, rotationOffset, offsetPosition);
+ part1.Name = partName;
+
+ object1 = new SceneObjectGroup(part1);
+ }
+
+ SceneObjectGroup object2;
+ {
+ string partName = "Object2";
+ UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
+ PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
+ Vector3 groupPosition = new Vector3(10, 20, 30);
+ Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
+ Vector3 offsetPosition = new Vector3(5, 10, 15);
+
+ SceneObjectPart part1
+ = new SceneObjectPart(
+ ownerId, shape, groupPosition, rotationOffset, offsetPosition);
+ part1.Name = partName;
+
+ object2 = new SceneObjectGroup(part1);
+ }
+
+ CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2);
+
+ UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
+ AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, coa);
+ m_scene.AssetService.Store(asset1);
+
+ // Create item
+ UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
+ string item1Name = "My Little Dog";
+ InventoryItemBase item1 = new InventoryItemBase();
+ item1.Name = item1Name;
+ item1.AssetID = asset1.FullID;
+ item1.ID = item1Id;
+ InventoryFolderBase objsFolder
+ = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, m_userId, "Objects")[0];
+ item1.Folder = objsFolder.ID;
+ m_scene.AddInventoryItem(item1);
+
+ SceneObjectGroup so
+ = m_iam.RezObject(
+ m_tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
+
+ Assert.That(so, Is.Not.Null);
+
+ Assert.That(m_scene.SceneGraph.GetTotalObjectsCount(), Is.EqualTo(2));
+
+ SceneObjectPart retrievedObj1Part = m_scene.GetSceneObjectPart(object1.Name);
+ Assert.That(retrievedObj1Part, Is.Null);
+
+ retrievedObj1Part = m_scene.GetSceneObjectPart(item1.Name);
+ Assert.That(retrievedObj1Part, Is.Not.Null);
+ Assert.That(retrievedObj1Part.Name, Is.EqualTo(item1.Name));
+
+ // FIXME: Can't test yet due to a bug where objects in coalescence all get the item name when rerezzed.
+// SceneObjectPart retrievedObj2Part = m_scene.GetSceneObjectPart(object2.Name);
+// Assert.That(retrievedObj2Part, Is.Not.Null);
+ }
+
+ [Test]
public void TestRezObject()
{
TestHelper.InMethod();
diff --git a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
new file mode 100644
index 0000000..51eac5f
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
@@ -0,0 +1,128 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using OpenMetaverse;
+
+namespace OpenSim.Region.Framework.Scenes
+{
+ ///
+ /// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset
+ /// are grouped together.
+ ///
+ public class CoalescedSceneObjects
+ {
+ ///
+ /// The creator of this coalesence, though not necessarily the objects within it.
+ ///
+ public UUID CreatorId { get; set; }
+
+ ///
+ /// The number of objects in this coalesence
+ ///
+ public int Count
+ {
+ get
+ {
+ lock (m_memberObjects)
+ return m_memberObjects.Count;
+ }
+ }
+
+ ///
+ /// Does this coalesence have any member objects?
+ ///
+ public bool HasObjects { get { return Count > 0; } }
+
+ ///
+ /// Get the objects currently in this coalescence
+ ///
+ public List Objects
+ {
+ get
+ {
+ lock (m_memberObjects)
+ return new List(m_memberObjects);
+ }
+ }
+
+ ///
+ /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
+ ///
+ public Scene Scene
+ {
+ get
+ {
+ if (!HasObjects)
+ return null;
+ else
+ return Objects[0].Scene;
+ }
+ }
+
+ ///
+ /// At this point, we need to preserve the order of objects added to the coalescence, since the first
+ /// one will end up matching the item name when rerezzed.
+ ///
+ protected List m_memberObjects = new List();
+
+ public CoalescedSceneObjects(UUID creatorId)
+ {
+ CreatorId = creatorId;
+ }
+
+ public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
+ {
+ foreach (SceneObjectGroup obj in objs)
+ Add(obj);
+ }
+
+ ///
+ /// Add an object to the coalescence.
+ ///
+ ///
+ /// The offset of the object within the group
+ public void Add(SceneObjectGroup obj)
+ {
+ lock (m_memberObjects)
+ m_memberObjects.Add(obj);
+ }
+
+ ///
+ /// Removes a scene object from the coalescene
+ ///
+ ///
+ /// true if the object was there to be removed, false if not.
+ public bool Remove(SceneObjectGroup obj)
+ {
+ lock (m_memberObjects)
+ return m_memberObjects.Remove(obj);
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f0acc38..e6dd489 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4839,7 +4839,20 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- public Vector3[] GetCombinedBoundingBox(List objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
+ ///
+ /// Get the volume of space that will encompass all the given objects.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static Vector3[] GetCombinedBoundingBox(
+ List objects,
+ out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
minX = 256;
maxX = -256;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 97af0a0..72f0402 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -997,6 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
{
+// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
+
if (p.Name == name)
{
sop = p;
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
new file mode 100644
index 0000000..3af2f76
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
@@ -0,0 +1,117 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.IO;
+using System.Reflection;
+using System.Xml;
+using log4net;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.Framework.Scenes.Serialization
+{
+ ///
+ /// Serialize and deserialize coalesced scene objects.
+ ///
+ public class CoalescedSceneObjectsSerializer
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// Serialize coalesced objects to Xml
+ ///
+ ///
+ ///
+ public static string ToXml(CoalescedSceneObjects coa)
+ {
+ // TODO: Should probably return an empty xml serialization rather than a blank string
+ if (!coa.HasObjects)
+ return "";
+
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter writer = new XmlTextWriter(sw))
+ {
+ List coaObjects = coa.Objects;
+
+// m_log.DebugFormat(
+// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
+// coaObjects.Count);
+
+ float minX, minY, minZ;
+ float maxX, maxY, maxZ;
+
+ Vector3[] offsets = Scene.GetCombinedBoundingBox(coaObjects,
+ out minX, out maxX, out minY, out maxY,
+ out minZ, out maxZ);
+
+ writer.WriteStartElement("CoalescedObject");
+
+ float sizeX = maxX - minX;
+ float sizeY = maxY - minY;
+ float sizeZ = maxZ - minZ;
+
+ writer.WriteAttributeString("x", sizeX.ToString());
+ writer.WriteAttributeString("y", sizeY.ToString());
+ writer.WriteAttributeString("z", sizeZ.ToString());
+
+ // Embed the offsets into the group XML
+ for (int i = 0; i < coaObjects.Count; i++)
+ {
+ SceneObjectGroup obj = coaObjects[i];
+
+// m_log.DebugFormat(
+// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
+// i, obj.Name);
+
+ writer.WriteStartElement("SceneObjectGroup");
+ writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
+ writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
+ writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
+
+ SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
+
+ writer.WriteEndElement();
+ }
+
+ writer.WriteEndElement(); // CoalescedObject
+ }
+
+ string output = sw.ToString();
+
+// m_log.Debug(output);
+
+ return output;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index b412e25..bb8a83a 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -139,6 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
return sw.ToString();
}
}
+
///
/// Serialize a scene object to the original xml format
@@ -147,10 +148,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
///
public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer)
{
+ ToOriginalXmlFormat(sceneObject, writer, false);
+ }
+
+ ///
+ /// Serialize a scene object to the original xml format
+ ///
+ ///
+ ///
+ /// If false, don't write the enclosing SceneObjectGroup element
+ ///
+ public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool noRootElement)
+ {
//m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name);
//int time = System.Environment.TickCount;
- writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
+ if (!noRootElement)
+ writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
+
writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
ToXmlFormat(sceneObject.RootPart, writer);
writer.WriteEndElement();
@@ -170,10 +185,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteEndElement(); // OtherParts
sceneObject.SaveScriptedState(writer);
- writer.WriteEndElement(); // SceneObjectGroup
+
+ if (!noRootElement)
+ writer.WriteEndElement(); // SceneObjectGroup
//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
- }
+ }
protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer)
{
--
cgit v1.1
From d8d28c37372718aa593ead5c85cd45ced83766a5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 21:31:45 +0100
Subject: Fix bug where rezzing coalesced objects would give all objects the
same name as the item.
This now only happens for the first object (which was the item selected last when the coalesce was originally taken)
This matches the expected behaviour of the environment as seen on the Linden Labs grid.
---
.../Framework/InventoryAccess/InventoryAccessModule.cs | 13 +++++++++----
.../InventoryAccess/Tests/InventoryAccessModuleTests.cs | 5 ++---
2 files changed, 11 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index cfcfc79..1f8bad1 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -762,10 +762,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// affect the name stored in the serialization, transfer
// the correct name from the inventory to the
// object itself before we rez.
- rootPart.Name = item.Name;
- rootPart.Description = item.Description;
- rootPart.ObjectSaleType = item.SaleType;
- rootPart.SalePrice = item.SalePrice;
+ //
+ // Only do these for the first object if we are rezzing a coalescence.
+ if (i == 0)
+ {
+ rootPart.Name = item.Name;
+ rootPart.Description = item.Description;
+ rootPart.ObjectSaleType = item.SaleType;
+ rootPart.SalePrice = item.SalePrice;
+ }
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
if ((rootPart.OwnerID != item.Owner) ||
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index f8fa424..0f2b610 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -154,9 +154,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
Assert.That(retrievedObj1Part, Is.Not.Null);
Assert.That(retrievedObj1Part.Name, Is.EqualTo(item1.Name));
- // FIXME: Can't test yet due to a bug where objects in coalescence all get the item name when rerezzed.
-// SceneObjectPart retrievedObj2Part = m_scene.GetSceneObjectPart(object2.Name);
-// Assert.That(retrievedObj2Part, Is.Not.Null);
+ SceneObjectPart retrievedObj2Part = m_scene.GetSceneObjectPart(object2.Name);
+ Assert.That(retrievedObj2Part, Is.Not.Null);
}
[Test]
--
cgit v1.1
From 68cc5b46fefdf4db68cae1202086257ce731f8a1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 21:48:16 +0100
Subject: refactor: move code to obtain the coalescence size and object offsets
into CoalescedSceneObjects from the serializer.
---
.../Tests/InventoryAccessModuleTests.cs | 2 +-
.../Framework/Scenes/CoalescedSceneObjects.cs | 26 +++++++++++++++++++++
.../CoalescedSceneObjectsSerializer.cs | 27 ++++++++++------------
3 files changed, 39 insertions(+), 16 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 0f2b610..c197cb9 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
public void TestRezCoalescedObject()
{
TestHelper.InMethod();
- log4net.Config.XmlConfigurator.Configure();
+// log4net.Config.XmlConfigurator.Configure();
// Create asset
SceneObjectGroup object1;
diff --git a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
index 51eac5f..af8ccda 100644
--- a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
+++ b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
@@ -124,5 +124,31 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_memberObjects)
return m_memberObjects.Remove(obj);
}
+
+ ///
+ /// Get the total size of the coalescence (the size required to cover all the objects within it) and the
+ /// offsets of each of those objects.
+ ///
+ ///
+ ///
+ /// An array of offsets. The order of objects is the same as returned from the Objects property
+ ///
+ public Vector3[] GetSizeAndOffsets(out Vector3 size)
+ {
+ float minX, minY, minZ;
+ float maxX, maxY, maxZ;
+
+ Vector3[] offsets
+ = Scene.GetCombinedBoundingBox(
+ Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
+
+ float sizeX = maxX - minX;
+ float sizeY = maxY - minY;
+ float sizeZ = maxZ - minZ;
+
+ size = new Vector3(sizeX, sizeY, sizeZ);
+
+ return offsets;
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
index 3af2f76..a0e120a 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
@@ -42,6 +42,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
///
/// Serialize and deserialize coalesced scene objects.
///
+ ///
+ /// Deserialization not yet here.
+ ///
public class CoalescedSceneObjectsSerializer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -60,29 +63,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
+ {
+ Vector3 size;
+
List coaObjects = coa.Objects;
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
// coaObjects.Count);
- float minX, minY, minZ;
- float maxX, maxY, maxZ;
-
- Vector3[] offsets = Scene.GetCombinedBoundingBox(coaObjects,
- out minX, out maxX, out minY, out maxY,
- out minZ, out maxZ);
+ // This is weak - we're relying on the set of coalesced objects still being identical
+ Vector3[] offsets = coa.GetSizeAndOffsets(out size);
writer.WriteStartElement("CoalescedObject");
- float sizeX = maxX - minX;
- float sizeY = maxY - minY;
- float sizeZ = maxZ - minZ;
-
- writer.WriteAttributeString("x", sizeX.ToString());
- writer.WriteAttributeString("y", sizeY.ToString());
- writer.WriteAttributeString("z", sizeZ.ToString());
+ writer.WriteAttributeString("x", size.X.ToString());
+ writer.WriteAttributeString("y", size.Y.ToString());
+ writer.WriteAttributeString("z", size.Z.ToString());
// Embed the offsets into the group XML
for (int i = 0; i < coaObjects.Count; i++)
@@ -100,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
- writer.WriteEndElement();
+ writer.WriteEndElement(); // SceneObjectGroup
}
writer.WriteEndElement(); // CoalescedObject
--
cgit v1.1
From c81f5bfc5c3cb0bac2a89ee846099dcaae1f357b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 22:29:12 +0100
Subject: Adjust the quanterions used in the rez coalsced object tests to get
sensible bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
---
.../InventoryAccess/Tests/InventoryAccessModuleTests.cs | 16 ++++++++++++----
OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++++
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 9 ++++++++-
3 files changed, 24 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index c197cb9..c76a30a 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -93,12 +93,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
+ Quaternion rotationOffset = Quaternion.Identity;
Vector3 offsetPosition = new Vector3(5, 10, 15);
SceneObjectPart part1
= new SceneObjectPart(
ownerId, shape, groupPosition, rotationOffset, offsetPosition);
+ part1.Scale = new Vector3(1, 1, 1);
part1.Name = partName;
object1 = new SceneObjectGroup(part1);
@@ -109,13 +110,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
string partName = "Object2";
UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
+ Vector3 groupPosition = new Vector3(20, 40, 60);
+ Quaternion rotationOffset = Quaternion.Identity;
Vector3 offsetPosition = new Vector3(5, 10, 15);
SceneObjectPart part1
= new SceneObjectPart(
ownerId, shape, groupPosition, rotationOffset, offsetPosition);
+ part1.Scale = new Vector3(1, 1, 1);
part1.Name = partName;
object2 = new SceneObjectGroup(part1);
@@ -141,7 +143,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
SceneObjectGroup so
= m_iam.RezObject(
- m_tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
+ m_tc, item1Id, new Vector3(100, 100, 100), Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
Assert.That(so, Is.Not.Null);
@@ -154,8 +156,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
Assert.That(retrievedObj1Part, Is.Not.Null);
Assert.That(retrievedObj1Part.Name, Is.EqualTo(item1.Name));
+ // Bottom of coalescence is placed on ground, hence we end up with 100.5 rather than 85 since the bottom
+ // object is unit square.
+ Assert.That(retrievedObj1Part.AbsolutePosition, Is.EqualTo(new Vector3(95, 90, 100.5f)));
+
SceneObjectPart retrievedObj2Part = m_scene.GetSceneObjectPart(object2.Name);
Assert.That(retrievedObj2Part, Is.Not.Null);
+ Assert.That(retrievedObj2Part.Name, Is.EqualTo(object2.Name));
+ Assert.That(retrievedObj2Part.AbsolutePosition, Is.EqualTo(new Vector3(105, 110, 130.5f)));
}
[Test]
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e6dd489..fdd5205 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4870,6 +4870,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 vec = g.AbsolutePosition;
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
+
+// m_log.DebugFormat(
+// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
+// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
ominX += vec.X;
omaxX += vec.X;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4d5eedf..ce1e6b8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2088,7 +2088,14 @@ namespace OpenSim.Region.Framework.Scenes
axPos *= parentRot;
Vector3 translationOffsetPosition = axPos;
- return GroupPosition + translationOffsetPosition;
+
+// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name);
+
+ Vector3 worldPos = GroupPosition + translationOffsetPosition;
+
+// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name);
+
+ return worldPos;
}
///
--
cgit v1.1
From c5465414b64d835128827976cc3da32aa462e6a3 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 13 Apr 2011 22:55:26 +0100
Subject: Use common coalesced serialization code for both tests and the
InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
---
.../InventoryAccess/InventoryAccessModule.cs | 67 +++++-----------------
1 file changed, 13 insertions(+), 54 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 1f8bad1..c0946f4 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
deletes[g.OwnerID].Add(g);
}
- // This is pethod scoped and will be returned. It will be the
+ // This is method scoped and will be returned. It will be the
// last created asset id
UUID assetID = UUID.Zero;
@@ -230,8 +230,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// with distinct destinations as well.
foreach (List objlist in deletes.Values)
{
- Dictionary xmlStrings =
- new Dictionary();
+ CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
+ Dictionary originalPositions = new Dictionary();
foreach (SceneObjectGroup objectGroup in objlist)
{
@@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
: objectGroup.AbsolutePosition.X,
objectGroup.AbsolutePosition.Z);
- Vector3 originalPosition = objectGroup.AbsolutePosition;
+ originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
objectGroup.AbsolutePosition = inventoryStoredPosition;
@@ -259,59 +259,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
(uint)PermissionMask.Modify);
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
-
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
-
- objectGroup.AbsolutePosition = originalPosition;
-
- xmlStrings[objectGroup.UUID] = sceneObjectXml;
+
+ coa.Add(objectGroup);
}
string itemXml;
if (objlist.Count > 1)
- {
- float minX, minY, minZ;
- float maxX, maxY, maxZ;
-
- Vector3[] offsets = Scene.GetCombinedBoundingBox(objlist,
- out minX, out maxX, out minY, out maxY,
- out minZ, out maxZ);
-
- // CreateWrapper
- XmlDocument itemDoc = new XmlDocument();
- XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
- itemDoc.AppendChild(root);
-
- // Embed the offsets into the group XML
- for ( int i = 0 ; i < objlist.Count ; i++ )
- {
- XmlDocument doc = new XmlDocument();
- SceneObjectGroup g = objlist[i];
- doc.LoadXml(xmlStrings[g.UUID]);
- XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
- e.SetAttribute("offsetx", offsets[i].X.ToString());
- e.SetAttribute("offsety", offsets[i].Y.ToString());
- e.SetAttribute("offsetz", offsets[i].Z.ToString());
-
- XmlNode objectNode = itemDoc.ImportNode(e, true);
- root.AppendChild(objectNode);
- }
-
- float sizeX = maxX - minX;
- float sizeY = maxY - minY;
- float sizeZ = maxZ - minZ;
-
- root.SetAttribute("x", sizeX.ToString());
- root.SetAttribute("y", sizeY.ToString());
- root.SetAttribute("z", sizeZ.ToString());
-
- itemXml = itemDoc.InnerXml;
- }
+ itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
else
- {
- itemXml = xmlStrings[objlist[0].UUID];
- }
+ itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
+
+ // Restore the position of each group now that it has been stored to inventory.
+ foreach (SceneObjectGroup objectGroup in objlist)
+ objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
// Get the user info of the item destination
//
@@ -332,7 +293,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
// All returns / deletes go to the object owner
//
-
userID = objlist[0].RootPart.OwnerID;
}
@@ -346,7 +306,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Delete is treated like return in this case
// Deleting your own items makes them go to trash
//
-
+
InventoryFolderBase folder = null;
InventoryItemBase item = null;
@@ -548,7 +508,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return assetID;
}
-
///
/// Rez an object into the scene from the user's inventory
///
--
cgit v1.1
From 5b89c66c9704f2bd219a35f8a70ac60e751d7f49 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 11 Apr 2011 09:06:28 -0700
Subject: New tokenbucket algorithm. This one provides fair sharing of the
queues when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 6 +-
.../Region/ClientStack/LindenUDP/LLUDPClient.cs | 96 ++++---
.../Region/ClientStack/LindenUDP/LLUDPServer.cs | 2 +-
.../Region/ClientStack/LindenUDP/TokenBucket.cs | 300 ++++++++++++++-------
4 files changed, 259 insertions(+), 145 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 76d7f79..5980669 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -1610,7 +1610,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
- OutPacket(kill, ThrottleOutPacketType.State);
+ // OutPacket(kill, ThrottleOutPacketType.State);
+ OutPacket(kill, ThrottleOutPacketType.Task);
}
}
@@ -2440,7 +2441,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.Effect = effectBlocks;
- OutPacket(packet, ThrottleOutPacketType.State);
+ // OutPacket(packet, ThrottleOutPacketType.State);
+ OutPacket(packet, ThrottleOutPacketType.Task);
}
public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] charterMember,
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 9a8bfd3..5a69851 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_nextOnQueueEmpty = 1;
/// Throttle bucket for this agent's connection
- private readonly TokenBucket m_throttle;
+ private readonly TokenBucket m_throttleClient;
+ /// Throttle bucket for this agent's connection
+ private readonly TokenBucket m_throttleCategory;
/// Throttle buckets for each packet category
private readonly TokenBucket[] m_throttleCategories;
/// Outgoing queues for throttled packets
@@ -174,7 +176,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
- m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
+ m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
+ // Create a token bucket throttle for the total categary with the client bucket as a throttle
+ m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
@@ -185,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue();
// Initialize the token buckets that control the throttling for each category
- m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
+ m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
}
// Default the retransmission timeout to three seconds
@@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packetOutboxes[i].Clear();
m_nextPackets[i] = null;
}
+
+ // pull the throttle out of the scene throttle
+ m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
OnPacketStats = null;
OnQueueEmpty = null;
}
@@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Information about the client connection
public ClientInfo GetClientInfo()
{
+///
+ TokenBucket tb;
+
+ tb = m_throttleClient.Parent;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
+
+ tb = m_throttleClient;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
+
+ tb = m_throttleCategory;
+ m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
+
+ for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
+ {
+ tb = m_throttleCategories[i];
+ m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
+ }
+
+///
+
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
// of pending and needed ACKs for every client every time some method wants information about
// this connection is a recipe for poor performance
@@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.pendingAcks = new Dictionary();
info.needAck = new Dictionary();
- info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
- info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
- info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
- info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
- info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
- info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
- info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
+ info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
+ info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
+ info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
+ info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
+ // info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
+ info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
+ info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
+ info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
info.taskThrottle + info.assetThrottle + info.textureThrottle;
@@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
- int state = (int)((float)task * STATE_TASK_PERCENTAGE);
- task -= state;
+ int state = 0;
+ // int state = (int)((float)task * STATE_TASK_PERCENTAGE);
+ // task -= state;
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Update the token buckets with new throttle values
TokenBucket bucket;
- bucket = m_throttle;
- bucket.MaxBurst = total;
+ bucket = m_throttleCategory;
+ bucket.RequestedDripRate = total;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
- bucket.DripRate = resend;
- bucket.MaxBurst = resend;
+ bucket.RequestedDripRate = resend;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
- bucket.DripRate = land;
- bucket.MaxBurst = land;
+ bucket.RequestedDripRate = land;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
- bucket.DripRate = wind;
- bucket.MaxBurst = wind;
+ bucket.RequestedDripRate = wind;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
- bucket.DripRate = cloud;
- bucket.MaxBurst = cloud;
+ bucket.RequestedDripRate = cloud;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
- bucket.DripRate = asset;
- bucket.MaxBurst = asset;
+ bucket.RequestedDripRate = asset;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
- bucket.DripRate = task + state;
- bucket.MaxBurst = task + state;
+ bucket.RequestedDripRate = task;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
- bucket.DripRate = state;
- bucket.MaxBurst = state;
+ bucket.RequestedDripRate = state;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
- bucket.DripRate = texture;
- bucket.MaxBurst = texture;
+ bucket.RequestedDripRate = texture;
// Reset the packed throttles cached data
m_packedThrottles = null;
@@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
data = new byte[7 * 4];
int i = 0;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
- m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
m_packedThrottles = data;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 583214c..d08b25f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -228,7 +228,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion BinaryStats
- m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
+ m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index 0a8331f..e4d59ff 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -26,6 +26,10 @@
*/
using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using log4net;
namespace OpenSim.Region.ClientStack.LindenUDP
{
@@ -35,89 +39,126 @@ namespace OpenSim.Region.ClientStack.LindenUDP
///
public class TokenBucket
{
- /// Parent bucket to this bucket, or null if this is a root
- /// bucket
- TokenBucket parent;
- /// Size of the bucket in bytes. If zero, the bucket has
- /// infinite capacity
- int maxBurst;
- /// Rate that the bucket fills, in bytes per millisecond. If
- /// zero, the bucket always remains full
- int tokensPerMS;
- /// Number of tokens currently in the bucket
- int content;
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static Int32 m_counter = 0;
+
+ private Int32 m_identifier;
+
+ ///
+ /// Number of ticks (ms) per quantum, drip rate and max burst
+ /// are defined over this interval.
+ ///
+ private const Int32 m_ticksPerQuantum = 1000;
+
+ ///
+ /// This is the number of quantums worth of packets that can
+ /// be accommodated during a burst
+ ///
+ private const Double m_quantumsPerBurst = 1.5;
+
+ ///
+ ///
+ private const Int32 m_minimumDripRate = 1400;
+
/// Time of the last drip, in system ticks
- int lastDrip;
+ private Int32 m_lastDrip;
+
+ ///
+ /// The number of bytes that can be sent at this moment. This is the
+ /// current number of tokens in the bucket
+ ///
+ private Int64 m_tokenCount;
- #region Properties
+ ///
+ /// Map of children buckets and their requested maximum burst rate
+ ///
+ private Dictionary m_children = new Dictionary();
+
+#region Properties
///
/// The parent bucket of this bucket, or null if this bucket has no
/// parent. The parent bucket will limit the aggregate bandwidth of all
/// of its children buckets
///
+ private TokenBucket m_parent;
public TokenBucket Parent
{
- get { return parent; }
+ get { return m_parent; }
+ set { m_parent = value; }
}
///
/// Maximum burst rate in bytes per second. This is the maximum number
- /// of tokens that can accumulate in the bucket at any one time
+ /// of tokens that can accumulate in the bucket at any one time. This
+ /// also sets the total request for leaf nodes
///
- public int MaxBurst
+ private Int64 m_burstRate;
+ public Int64 RequestedBurstRate
{
- get { return maxBurst; }
- set { maxBurst = (value >= 0 ? value : 0); }
+ get { return m_burstRate; }
+ set { m_burstRate = (value < 0 ? 0 : value); }
}
+ public Int64 BurstRate
+ {
+ get {
+ double rate = RequestedBurstRate * BurstRateModifier();
+ if (rate < m_minimumDripRate * m_quantumsPerBurst)
+ rate = m_minimumDripRate * m_quantumsPerBurst;
+
+ return (Int64) rate;
+ }
+ }
+
///
/// The speed limit of this bucket in bytes per second. This is the
- /// number of tokens that are added to the bucket per second
+ /// number of tokens that are added to the bucket per quantum
///
/// Tokens are added to the bucket any time
/// is called, at the granularity of
/// the system tick interval (typically around 15-22ms)
- public int DripRate
+ private Int64 m_dripRate;
+ public Int64 RequestedDripRate
{
- get { return tokensPerMS * 1000; }
- set
- {
- if (value == 0)
- tokensPerMS = 0;
- else
- {
- int bpms = (int)((float)value / 1000.0f);
-
- if (bpms <= 0)
- tokensPerMS = 1; // 1 byte/ms is the minimum granularity
- else
- tokensPerMS = bpms;
- }
+ get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
+ set {
+ m_dripRate = (value < 0 ? 0 : value);
+ m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
+ m_totalDripRequest = m_dripRate;
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,m_dripRate);
}
}
- ///
- /// The speed limit of this bucket in bytes per millisecond
- ///
- public int DripPerMS
+ public Int64 DripRate
{
- get { return tokensPerMS; }
+ get {
+ if (m_parent == null)
+ return Math.Min(RequestedDripRate,TotalDripRequest);
+
+ double rate = (double)RequestedDripRate * m_parent.DripRateModifier();
+ if (rate < m_minimumDripRate)
+ rate = m_minimumDripRate;
+
+ return (Int64)rate;
+ }
}
///
- /// The number of bytes that can be sent at this moment. This is the
- /// current number of tokens in the bucket
- /// If this bucket has a parent bucket that does not have
- /// enough tokens for a request, will
- /// return false regardless of the content of this bucket
+ /// The current total of the requested maximum burst rates of
+ /// this bucket's children buckets.
///
- public int Content
- {
- get { return content; }
- }
+ private Int64 m_totalDripRequest;
+ public Int64 TotalDripRequest
+ {
+ get { return m_totalDripRequest; }
+ set { m_totalDripRequest = value; }
+ }
+
+#endregion Properties
- #endregion Properties
+#region Constructor
///
/// Default constructor
@@ -128,56 +169,115 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// zero if this bucket has no maximum capacity
/// Rate that the bucket fills, in bytes per
/// second. If zero, the bucket always remains full
- public TokenBucket(TokenBucket parent, int maxBurst, int dripRate)
+ public TokenBucket(TokenBucket parent, Int64 dripRate)
{
- this.parent = parent;
- MaxBurst = maxBurst;
- DripRate = dripRate;
- lastDrip = Environment.TickCount & Int32.MaxValue;
+ m_identifier = m_counter++;
+
+ Parent = parent;
+ RequestedDripRate = dripRate;
+ // TotalDripRequest = dripRate; // this will be overwritten when a child node registers
+ // MaxBurst = (Int64)((double)dripRate * m_quantumsPerBurst);
+ m_lastDrip = Environment.TickCount & Int32.MaxValue;
}
+#endregion Constructor
+
///
- /// Remove a given number of tokens from the bucket
+ /// Compute a modifier for the MaxBurst rate. This is 1.0, meaning
+ /// no modification if the requested bandwidth is less than the
+ /// max burst bandwidth all the way to the root of the throttle
+ /// hierarchy. However, if any of the parents is over-booked, then
+ /// the modifier will be less than 1.
///
- /// Number of tokens to remove from the bucket
- /// True if the requested number of tokens were removed from
- /// the bucket, otherwise false
- public bool RemoveTokens(int amount)
+ private double DripRateModifier()
+ {
+ Int64 driprate = DripRate;
+ return driprate >= TotalDripRequest ? 1.0 : (double)driprate / (double)TotalDripRequest;
+ }
+
+ ///
+ ///
+ private double BurstRateModifier()
+ {
+ // for now... burst rate is always m_quantumsPerBurst (constant)
+ // larger than drip rate so the ratio of burst requests is the
+ // same as the drip ratio
+ return DripRateModifier();
+ }
+
+ ///
+ /// Register drip rate requested by a child of this throttle. Pass the
+ /// changes up the hierarchy.
+ ///
+ public void RegisterRequest(TokenBucket child, Int64 request)
{
- bool dummy;
- return RemoveTokens(amount, out dummy);
+ m_children[child] = request;
+ // m_totalDripRequest = m_children.Values.Sum();
+
+ m_totalDripRequest = 0;
+ foreach (KeyValuePair cref in m_children)
+ m_totalDripRequest += cref.Value;
+
+ // Pass the new values up to the parent
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
}
///
+ /// Remove the rate requested by a child of this throttle. Pass the
+ /// changes up the hierarchy.
+ ///
+ public void UnregisterRequest(TokenBucket child)
+ {
+ m_children.Remove(child);
+ // m_totalDripRequest = m_children.Values.Sum();
+
+ m_totalDripRequest = 0;
+ foreach (KeyValuePair cref in m_children)
+ m_totalDripRequest += cref.Value;
+
+ // Pass the new values up to the parent
+ if (m_parent != null)
+ m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
+ }
+
+ ///
/// Remove a given number of tokens from the bucket
///
/// Number of tokens to remove from the bucket
- /// True if tokens were added to the bucket
- /// during this call, otherwise false
/// True if the requested number of tokens were removed from
/// the bucket, otherwise false
- public bool RemoveTokens(int amount, out bool dripSucceeded)
+ public bool RemoveTokens(Int64 amount)
{
- if (maxBurst == 0)
+ // Deposit tokens for this interval
+ Drip();
+
+ // If we have enough tokens then remove them and return
+ if (m_tokenCount - amount >= 0)
{
- dripSucceeded = true;
- return true;
+ if (m_parent == null || m_parent.RemoveTokens(amount))
+ {
+ m_tokenCount -= amount;
+ return true;
+ }
}
- dripSucceeded = Drip();
+ return false;
+ }
- if (content - amount >= 0)
- {
- if (parent != null && !parent.RemoveTokens(amount))
- return false;
+ ///
+ /// Deposit tokens into the bucket from a child bucket that did
+ /// not use all of its available tokens
+ ///
+ private void Deposit(Int64 count)
+ {
+ m_tokenCount += count;
- content -= amount;
- return true;
- }
- else
- {
- return false;
- }
+ // Deposit the overflow in the parent bucket, this is how we share
+ // unused bandwidth
+ Int64 burstrate = BurstRate;
+ if (m_tokenCount > burstrate)
+ m_tokenCount = burstrate;
}
///
@@ -186,37 +286,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// call to Drip
///
/// True if tokens were added to the bucket, otherwise false
- public bool Drip()
+ private void Drip()
{
- if (tokensPerMS == 0)
+ // This should never happen... means we are a leaf node and were created
+ // with no drip rate...
+ if (DripRate == 0)
{
- content = maxBurst;
- return true;
+ m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0");
+ return;
}
- else
- {
- int now = Environment.TickCount & Int32.MaxValue;
- int deltaMS = now - lastDrip;
-
- if (deltaMS <= 0)
- {
- if (deltaMS < 0)
- lastDrip = now;
- return false;
- }
+
+ // Determine the interval over which we are adding tokens, never add
+ // more than a single quantum of tokens
+ Int32 now = Environment.TickCount & Int32.MaxValue;
+ Int32 deltaMS = Math.Min(now - m_lastDrip, m_ticksPerQuantum);
- int dripAmount = deltaMS * tokensPerMS;
+ m_lastDrip = now;
- content = Math.Min(content + dripAmount, maxBurst);
- lastDrip = now;
+ // This can be 0 in the very unusual case that the timer wrapped
+ // It can be 0 if we try add tokens at a sub-tick rate
+ if (deltaMS <= 0)
+ return;
- if (dripAmount < 0 || content < 0)
- // sim has been idle for too long, integer has overflown
- // previous calculation is meaningless, let's put it at correct max
- content = maxBurst;
-
- return true;
- }
+ Deposit(deltaMS * DripRate / m_ticksPerQuantum);
}
}
}
--
cgit v1.1
From 3fe22126ca3974b2a10365121ee0141fb54806e6 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 12:36:36 -0700
Subject: First pass at moving object property requests into a queue similar to
the entity update queue. The number of property packets can become
significant when selecting/deselecting large numbers of objects.
This is experimental code.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 351 +++++++++++++--------
.../Region/ClientStack/LindenUDP/PriorityQueue.cs | 12 +-
.../Region/Examples/SimpleModule/MyNpcCharacter.cs | 12 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 10 +-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 +-
.../Server/IRCClientView.cs | 5 +-
.../Region/OptionalModules/World/NPC/NPCAvatar.cs | 12 +-
7 files changed, 235 insertions(+), 177 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 5980669..33b9909 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -386,6 +386,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_cachedTextureSerial;
private PriorityQueue m_entityUpdates;
+ private PriorityQueue m_entityProps;
private Prioritizer m_prioritizer;
private bool m_disableFacelights = false;
@@ -433,9 +434,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected IAssetService m_assetService;
private const bool m_checkPackets = true;
- private Timer m_propertiesPacketTimer;
- private List m_propertiesBlocks = new List();
-
#endregion Class Members
#region Properties
@@ -511,6 +509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_scene = scene;
m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
+ m_entityProps = new PriorityQueue(m_scene.Entities.Count);
m_fullUpdateDataBlocksBuilder = new List();
m_killRecord = new HashSet();
// m_attachmentsSent = new HashSet();
@@ -534,9 +533,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_udpClient.OnQueueEmpty += HandleQueueEmpty;
m_udpClient.OnPacketStats += PopulateStats;
- m_propertiesPacketTimer = new Timer(100);
- m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
-
m_prioritizer = new Prioritizer(m_scene);
RegisterLocalPacketHandlers();
@@ -3636,9 +3632,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
}
- private Int32 m_LastQueueFill = 0;
- private uint m_maxUpdates = 0;
-
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>();
@@ -3646,46 +3639,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>();
OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>();
+ // Check to see if this is a flush
if (maxUpdates <= 0)
{
- m_maxUpdates = Int32.MaxValue;
+ maxUpdates = Int32.MaxValue;
}
- else
- {
- if (m_maxUpdates == 0 || m_LastQueueFill == 0)
- {
- m_maxUpdates = (uint)maxUpdates;
- }
- else
- {
- if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
- m_maxUpdates += 5;
- else
- m_maxUpdates = m_maxUpdates >> 1;
- }
- m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
- }
- m_LastQueueFill = Util.EnvironmentTickCount();
-
+
int updatesThisCall = 0;
-//
-// DEBUGGING CODE... REMOVE
-// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
-//
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
// condition where a kill can be processed before an out-of-date update for the same object.
lock (m_killRecord)
{
float avgTimeDilation = 1.0f;
- EntityUpdate update;
+ IEntityUpdate iupdate;
Int32 timeinqueue; // this is just debugging code & can be dropped later
- while (updatesThisCall < m_maxUpdates)
+ while (updatesThisCall < maxUpdates)
{
lock (m_entityUpdates.SyncRoot)
- if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
+ if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
break;
+
+ EntityUpdate update = (EntityUpdate)iupdate;
+
avgTimeDilation += update.TimeDilation;
avgTimeDilation *= 0.5f;
@@ -3725,7 +3702,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region UpdateFlags to packet type conversion
- PrimUpdateFlags updateFlags = update.Flags;
+ PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
bool canUseCompressed = true;
bool canUseImproved = true;
@@ -3804,6 +3781,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Block Construction
}
+
#region Packet Sending
@@ -3904,12 +3882,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Primitive Packet/Data Sending Methods
+ // These are used to implement an adaptive backoff in the number
+ // of updates converted to packets. Since we don't want packets
+ // to sit in the queue with old data, only convert enough updates
+ // to packets that can be sent in 200ms.
+ private Int32 m_LastQueueFill = 0;
+ private Int32 m_maxUpdates = 0;
+
void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories)
{
if ((categories & ThrottleOutPacketTypeFlags.Task) != 0)
{
+ if (m_maxUpdates == 0 || m_LastQueueFill == 0)
+ {
+ m_maxUpdates = m_udpServer.PrimUpdatesPerCallback;
+ }
+ else
+ {
+ if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
+ m_maxUpdates += 5;
+ else
+ m_maxUpdates = m_maxUpdates >> 1;
+ }
+ m_maxUpdates = Util.Clamp(m_maxUpdates,10,500);
+ m_LastQueueFill = Util.EnvironmentTickCount();
+
if (m_entityUpdates.Count > 0)
- ProcessEntityUpdates(m_udpServer.PrimUpdatesPerCallback);
+ ProcessEntityUpdates(m_maxUpdates);
+
+ if (m_entityProps.Count > 0)
+ ProcessEntityPropertyRequests(m_maxUpdates);
}
if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0)
@@ -4023,134 +4025,192 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
- {
- ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
- // TODO: don't create new blocks if recycling an old packet
-
- ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
- objPropDB.RequestFlags = RequestFlags;
- objPropDB.ObjectID = ObjectUUID;
- if (OwnerID == GroupID)
- objPropDB.OwnerID = UUID.Zero;
- else
- objPropDB.OwnerID = OwnerID;
- objPropDB.GroupID = GroupID;
- objPropDB.BaseMask = BaseMask;
- objPropDB.OwnerMask = OwnerMask;
- objPropDB.GroupMask = GroupMask;
- objPropDB.EveryoneMask = EveryoneMask;
- objPropDB.NextOwnerMask = NextOwnerMask;
+/// -----------------------------------------------------------------
+///
+/// -----------------------------------------------------------------
- // TODO: More properties are needed in SceneObjectPart!
- objPropDB.OwnershipCost = OwnershipCost;
- objPropDB.SaleType = SaleType;
- objPropDB.SalePrice = SalePrice;
- objPropDB.Category = Category;
- objPropDB.LastOwnerID = LastOwnerID;
- objPropDB.Name = Util.StringToBytes256(ObjectName);
- objPropDB.Description = Util.StringToBytes256(Description);
- objPropFamilyPack.ObjectData = objPropDB;
- objPropFamilyPack.Header.Zerocoded = true;
- OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
- }
-
- public void SendObjectPropertiesReply(
- UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ private class ObjectPropertyUpdate : IEntityUpdate
{
- //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
- // TODO: don't create new blocks if recycling an old packet
+ internal bool SendFamilyProps;
+
+ public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam)
+ : base(entity,flags)
+ {
+ SendFamilyProps = sendfam;
+ }
+ }
+
+ public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
+ {
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ lock (m_entityProps.SyncRoot)
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true));
+ }
- ObjectPropertiesPacket.ObjectDataBlock block =
- new ObjectPropertiesPacket.ObjectDataBlock();
+ public void SendObjectPropertiesReply(ISceneEntity entity)
+ {
+ uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ lock (m_entityProps.SyncRoot)
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false));
+ }
- block.ItemID = ItemID;
- block.CreationDate = CreationDate;
- block.CreatorID = CreatorUUID;
- block.FolderID = FolderUUID;
- block.FromTaskID = FromTaskUUID;
- block.GroupID = GroupUUID;
- block.InventorySerial = InventorySerial;
+ private void ProcessEntityPropertyRequests(int maxUpdates)
+ {
+ OpenSim.Framework.Lazy> objectFamilyBlocks =
+ new OpenSim.Framework.Lazy>();
- block.LastOwnerID = LastOwnerUUID;
- // proper.ObjectData[0].LastOwnerID = UUID.Zero;
+ OpenSim.Framework.Lazy> objectPropertiesBlocks =
+ new OpenSim.Framework.Lazy>();
- block.ObjectID = ObjectUUID;
- if (OwnerUUID == GroupUUID)
- block.OwnerID = UUID.Zero;
- else
- block.OwnerID = OwnerUUID;
- block.TouchName = Util.StringToBytes256(TouchTitle);
- block.TextureID = TextureID;
- block.SitName = Util.StringToBytes256(SitTitle);
- block.Name = Util.StringToBytes256(ItemName);
- block.Description = Util.StringToBytes256(ItemDescription);
- block.OwnerMask = OwnerMask;
- block.NextOwnerMask = NextOwnerMask;
- block.GroupMask = GroupMask;
- block.EveryoneMask = EveryoneMask;
- block.BaseMask = BaseMask;
- // proper.ObjectData[0].AggregatePerms = 53;
- // proper.ObjectData[0].AggregatePermTextures = 0;
- // proper.ObjectData[0].AggregatePermTexturesOwner = 0;
- block.SaleType = saleType;
- block.SalePrice = salePrice;
+ IEntityUpdate iupdate;
+ Int32 timeinqueue; // this is just debugging code & can be dropped later
- lock (m_propertiesPacketTimer)
+ int updatesThisCall = 0;
+ while (updatesThisCall < m_maxUpdates)
{
- m_propertiesBlocks.Add(block);
+ lock (m_entityProps.SyncRoot)
+ if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue))
+ break;
- int length = 0;
- foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks)
+ ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
+ if (update.SendFamilyProps)
{
- length += b.Length;
+ if (update.Entity is SceneObjectPart)
+ {
+ SceneObjectPart sop = (SceneObjectPart)update.Entity;
+ ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesFamilyBlock(sop,update.Flags);
+ objectFamilyBlocks.Value.Add(objPropDB);
+ }
}
- if (length > 1100) // FIXME: use real MTU
+ else
{
- ProcessObjectPropertiesPacket(null, null);
- m_propertiesPacketTimer.Stop();
- return;
+ if (update.Entity is SceneObjectPart)
+ {
+ SceneObjectPart sop = (SceneObjectPart)update.Entity;
+ ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop);
+ objectPropertiesBlocks.Value.Add(objPropDB);
+ }
}
+ }
+
+
+ if (objectPropertiesBlocks.IsValueCreated)
+ {
+ List blocks = objectPropertiesBlocks.Value;
- m_propertiesPacketTimer.Stop();
- m_propertiesPacketTimer.Start();
+ ObjectPropertiesPacket packet = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ packet.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[blocks.Count];
+ for (int i = 0; i < blocks.Count; i++)
+ packet.ObjectData[i] = blocks[i];
+
+ packet.Header.Zerocoded = true;
+ OutPacket(packet, ThrottleOutPacketType.Task, true);
}
+
+
+ if (objectFamilyBlocks.IsValueCreated)
+ {
+ List blocks = objectFamilyBlocks.Value;
+
+ // ObjectPropertiesFamilyPacket objPropFamilyPack =
+ // (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
+ //
+ // objPropFamilyPack.ObjectData = new ObjectPropertiesFamilyPacket.ObjectDataBlock[blocks.Count];
+ // for (int i = 0; i < blocks.Count; i++)
+ // objPropFamilyPack.ObjectData[i] = blocks[i];
+ //
+ // OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task, true);
+
+ // one packet per object block... uggh...
+ for (int i = 0; i < blocks.Count; i++)
+ {
+ ObjectPropertiesFamilyPacket packet =
+ (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
- //proper.Header.Zerocoded = true;
- //OutPacket(proper, ThrottleOutPacketType.Task);
+ packet.ObjectData = blocks[i];
+ packet.Header.Zerocoded = true;
+ OutPacket(packet, ThrottleOutPacketType.Task);
+ }
+
+ }
+
}
- private void ProcessObjectPropertiesPacket(Object sender, ElapsedEventArgs e)
+ private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
{
- ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
- lock (m_propertiesPacketTimer)
- {
- m_propertiesPacketTimer.Stop();
+ block.RequestFlags = requestFlags;
+ block.ObjectID = sop.UUID;
+ if (sop.OwnerID == sop.GroupID)
+ block.OwnerID = UUID.Zero;
+ else
+ block.OwnerID = sop.OwnerID;
+ block.GroupID = sop.GroupID;
+ block.BaseMask = sop.BaseMask;
+ block.OwnerMask = sop.OwnerMask;
+ block.GroupMask = sop.GroupMask;
+ block.EveryoneMask = sop.EveryoneMask;
+ block.NextOwnerMask = sop.NextOwnerMask;
- proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
+ // TODO: More properties are needed in SceneObjectPart!
+ block.OwnershipCost = sop.OwnershipCost;
+ block.SaleType = sop.ObjectSaleType;
+ block.SalePrice = sop.SalePrice;
+ block.Category = sop.Category;
+ block.LastOwnerID = sop.CreatorID; // copied from old SOG call... is this right?
+ block.Name = Util.StringToBytes256(sop.Name);
+ block.Description = Util.StringToBytes256(sop.Description);
- int index = 0;
+ return block;
+ }
- foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks)
- {
- proper.ObjectData[index++] = b;
- }
+ private ObjectPropertiesPacket.ObjectDataBlock CreateObjectPropertiesBlock(SceneObjectPart sop)
+ {
+ //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
+ // TODO: don't create new blocks if recycling an old packet
- m_propertiesBlocks.Clear();
- }
+ ObjectPropertiesPacket.ObjectDataBlock block =
+ new ObjectPropertiesPacket.ObjectDataBlock();
+
+ block.ObjectID = sop.UUID;
+ block.Name = Util.StringToBytes256(sop.Name);
+ block.Description = Util.StringToBytes256(sop.Description);
- proper.Header.Zerocoded = true;
- OutPacket(proper, ThrottleOutPacketType.Task);
+ block.CreationDate = (ulong)sop.CreationDate * 1000000; // viewer wants date in microseconds
+ block.CreatorID = sop.CreatorID;
+ block.GroupID = sop.GroupID;
+ block.LastOwnerID = sop.LastOwnerID;
+ if (sop.OwnerID == sop.GroupID)
+ block.OwnerID = UUID.Zero;
+ else
+ block.OwnerID = sop.OwnerID;
+
+ block.ItemID = sop.FromUserInventoryItemID;
+ block.FolderID = UUID.Zero; // sop.FromFolderID ??
+ block.FromTaskID = UUID.Zero; // ???
+ block.InventorySerial = (short)sop.InventorySerial;
+
+ SceneObjectPart root = sop.ParentGroup.RootPart;
+
+ block.TouchName = Util.StringToBytes256(root.TouchName);
+ block.TextureID = new byte[0]; // TextureID ???
+ block.SitName = Util.StringToBytes256(root.SitName);
+ block.OwnerMask = root.OwnerMask;
+ block.NextOwnerMask = root.NextOwnerMask;
+ block.GroupMask = root.GroupMask;
+ block.EveryoneMask = root.EveryoneMask;
+ block.BaseMask = root.BaseMask;
+ block.SaleType = root.ObjectSaleType;
+ block.SalePrice = root.SalePrice;
+
+ return block;
}
+/// -----------------------------------------------------------------
+///
+/// -----------------------------------------------------------------
+
#region Estate Data Sending Methods
private static bool convertParamStringToBool(byte[] field)
@@ -4489,6 +4549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendForceClientSelectObjects(List ObjectIDs)
{
+ m_log.WarnFormat("[LLCLIENTVIEW] sending select with {0} objects", ObjectIDs.Count);
+
bool firstCall = true;
const int MAX_OBJECTS_PER_PACKET = 251;
ForceObjectSelectPacket pack = (ForceObjectSelectPacket)PacketPool.Instance.GetPacket(PacketType.ForceObjectSelect);
@@ -11381,6 +11443,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.DebugFormat("[CLIENT]: Packet OUT {0}", packet.Type);
}
+ if (throttlePacketType == ThrottleOutPacketType.Task)
+ {
+ System.Diagnostics.StackTrace stackTrace = new System.Diagnostics.StackTrace(); // get call stack
+ System.Diagnostics.StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
+
+ string stack = "";
+ for (int count = 1; count < stackFrames.Length; count++)
+ {
+ stack += (stack == "" ? "" : ",") + stackFrames[count].GetMethod().Name;
+ if (count > 5) break;
+ }
+
+ // m_log.WarnFormat("[BADGUY] {0}", stack);
+ }
+
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
index 364ce4b..6521a00 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
@@ -78,7 +78,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
- public bool Enqueue(uint pqueue, EntityUpdate value)
+ public bool Enqueue(uint pqueue, IEntityUpdate value)
{
LookupItem lookup;
@@ -99,7 +99,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return true;
}
- internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
+ internal bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
{
for (int i = 0; i < m_numberOfQueues; ++i)
{
@@ -122,7 +122,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
timeinqueue = 0;
- value = default(EntityUpdate);
+ value = default(IEntityUpdate);
return false;
}
@@ -175,8 +175,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region MinHeapItem
private struct MinHeapItem : IComparable
{
- private EntityUpdate value;
- internal EntityUpdate Value {
+ private IEntityUpdate value;
+ internal IEntityUpdate Value {
get {
return this.value;
}
@@ -212,7 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
this.pqueue = pqueue;
}
- internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
+ internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index d939329..89e9e20 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -702,18 +702,12 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType,int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
+
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ca7d9d9..30563d4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1765,10 +1765,12 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
{
- remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
- RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
- RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
- RootPart.CreatorID, RootPart.Name, RootPart.Description);
+ remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags);
+
+// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
+// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
+// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
+// RootPart.CreatorID, RootPart.Name, RootPart.Description);
}
public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ce1e6b8..8a8a699 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2055,15 +2055,7 @@ namespace OpenSim.Region.Framework.Scenes
public void GetProperties(IClientAPI client)
{
- //Viewer wants date in microseconds so multiply it by 1,000,000.
- client.SendObjectPropertiesReply(
- m_fromUserInventoryItemID, (ulong)_creationDate*(ulong)1e6, _creatorID, UUID.Zero, UUID.Zero,
- _groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
- ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
- ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
- ParentGroup.RootPart._baseMask,
- ParentGroup.RootPart.ObjectSaleType,
- ParentGroup.RootPart.SalePrice);
+ client.SendObjectPropertiesReply(this);
}
public UUID GetRootPartUUID()
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 821cd4b..4b6e52e 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -1332,14 +1332,13 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID, uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask, uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category, UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID, UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID, UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName, string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask, uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
-
}
public void SendAgentOffline(UUID[] agentIDs)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 96760a2..2504e30 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -786,18 +786,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
}
- public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
- uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
- uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category,
- UUID LastOwnerID, string ObjectName, string Description)
+ public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
{
+
}
- public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
- UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
- UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
- string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
- uint BaseMask, byte saleType, int salePrice)
+ public void SendObjectPropertiesReply(ISceneEntity entity)
{
}
--
cgit v1.1
From 5e7aba4f88a90e266e01b5509c4ba04730815475 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 14:40:57 -0700
Subject: fixed a couple bugs with the property queues
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 38 +++++++++++++++++++++-
1 file changed, 37 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 33b9909..f926c35 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4091,9 +4091,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
objectPropertiesBlocks.Value.Add(objPropDB);
}
}
+
+ updatesThisCall++;
}
+ Int32 ppcnt = 0;
+ Int32 pbcnt = 0;
+
if (objectPropertiesBlocks.IsValueCreated)
{
List blocks = objectPropertiesBlocks.Value;
@@ -4105,9 +4110,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.Header.Zerocoded = true;
OutPacket(packet, ThrottleOutPacketType.Task, true);
+
+ pbcnt += blocks.Count;
+ ppcnt++;
}
+ Int32 fpcnt = 0;
+ Int32 fbcnt = 0;
+
if (objectFamilyBlocks.IsValueCreated)
{
List blocks = objectFamilyBlocks.Value;
@@ -4130,10 +4141,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.ObjectData = blocks[i];
packet.Header.Zerocoded = true;
OutPacket(packet, ThrottleOutPacketType.Task);
+
+ fpcnt++;
+ fbcnt++;
}
}
+ m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
+ m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
@@ -11408,6 +11424,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, throttlePacketType, true);
}
+///
+ Dictionary pktsrc = new Dictionary();
+ uint pktcnt = 0;
+///
+
///
/// This is the starting point for sending a simulator packet out to the client
///
@@ -11455,7 +11476,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (count > 5) break;
}
- // m_log.WarnFormat("[BADGUY] {0}", stack);
+ lock(pktsrc)
+ {
+ if (! pktsrc.ContainsKey(stack))
+ pktsrc.Add(stack,0);
+ pktsrc[stack]++;
+
+ if (++pktcnt > 500)
+ {
+ pktcnt = 0;
+ m_log.WarnFormat("[PACKETCOUNTS] START");
+ foreach (KeyValuePair pkt in pktsrc)
+ m_log.WarnFormat("[PACKETCOUNTS] {0,8}, {1}", pkt.Value, pkt.Key);
+ pktsrc.Clear();
+ m_log.WarnFormat("[PACKETCOUNTS] END");
+ }
+ }
}
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
--
cgit v1.1
From b33aac737a3e7ae28216cb98de99d9c6eba1d563 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 15:40:57 -0700
Subject: Fixed the update of items in the priority queue to enable both types
of property updates to be specified. Not sure if one form of property update
should supercede another. But for now the old OpenSim behavior is preserved
by sending both.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 21 +++++++++++++++------
.../Region/ClientStack/LindenUDP/PriorityQueue.cs | 2 +-
2 files changed, 16 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index f926c35..a6f2d09 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4032,26 +4032,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private class ObjectPropertyUpdate : IEntityUpdate
{
internal bool SendFamilyProps;
+ internal bool SendObjectProps;
- public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam)
+ public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity,flags)
{
SendFamilyProps = sendfam;
+ SendObjectProps = sendobj;
+ }
+ public void Update(ObjectPropertyUpdate update)
+ {
+ SendFamilyProps = SendFamilyProps || update.SendFamilyProps;
+ SendObjectProps = SendObjectProps || update.SendObjectProps;
+ Flags |= update.Flags;
}
}
public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
{
- uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
- m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true));
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true,false));
}
public void SendObjectPropertiesReply(ISceneEntity entity)
{
- uint priority = m_prioritizer.GetUpdatePriority(this, entity);
+ uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
- m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false));
+ m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false,true));
}
private void ProcessEntityPropertyRequests(int maxUpdates)
@@ -4082,7 +4090,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
objectFamilyBlocks.Value.Add(objPropDB);
}
}
- else
+
+ if (update.SendObjectProps)
{
if (update.Entity is SceneObjectPart)
{
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
index 6521a00..b62ec07 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_lookupTable.TryGetValue(localid, out lookup))
{
entry = lookup.Heap[lookup.Handle].EntryOrder;
- value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
+ value.Update(lookup.Heap[lookup.Handle].Value);
lookup.Heap.Remove(lookup.Handle);
}
--
cgit v1.1
From bf91d1b07784f3c03744efd2d6dea1b621620cce Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Tue, 12 Apr 2011 15:55:21 -0700
Subject: remove packet monitoring debugging code
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 118 +--------------------
1 file changed, 2 insertions(+), 116 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index a6f2d09..613a921 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -300,77 +300,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Used to adjust Sun Orbit values so Linden based viewers properly position sun
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
- // First log file or time has expired, start writing to a new log file
-//
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
- public class QueueLogger
- {
- public Int32 start = 0;
- public StreamWriter Log = null;
- private Dictionary m_idMap = new Dictionary();
-
- public QueueLogger()
- {
- DateTime now = DateTime.Now;
- String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
- Log = new StreamWriter(fname);
-
- start = Util.EnvironmentTickCount();
- }
-
- public int LookupID(UUID uuid)
- {
- int localid;
- if (! m_idMap.TryGetValue(uuid,out localid))
- {
- localid = m_idMap.Count + 1;
- m_idMap[uuid] = localid;
- }
-
- return localid;
- }
- }
-
- public static QueueLogger QueueLog = null;
-
- // -----------------------------------------------------------------
- public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- int aid = QueueLog.LookupID(avatar);
- QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
- }
- }
-
- // -----------------------------------------------------------------
- public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
- {
- if (QueueLog == null)
- QueueLog = new QueueLogger();
-
- Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
- lock(QueueLog)
- {
- int cid = QueueLog.LookupID(client);
- QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
- }
- }
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-// -----------------------------------------------------------------
-//
-
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients
@@ -4025,10 +3954,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task);
}
-/// -----------------------------------------------------------------
-///
-/// -----------------------------------------------------------------
-
private class ObjectPropertyUpdate : IEntityUpdate
{
internal bool SendFamilyProps;
@@ -4157,8 +4082,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
- m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
- m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
+ // m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
+ // m_log.WarnFormat("[PACKETCOUNTS] queued {0} family property packets with {1} blocks",fpcnt,fbcnt);
}
private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags)
@@ -4232,10 +4157,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return block;
}
-/// -----------------------------------------------------------------
-///
-/// -----------------------------------------------------------------
-
#region Estate Data Sending Methods
private static bool convertParamStringToBool(byte[] field)
@@ -11433,11 +11354,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, throttlePacketType, true);
}
-///
- Dictionary pktsrc = new Dictionary();
- uint pktcnt = 0;
-///
-
///
/// This is the starting point for sending a simulator packet out to the client
///
@@ -11472,36 +11388,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (logPacket)
m_log.DebugFormat("[CLIENT]: Packet OUT {0}", packet.Type);
}
-
- if (throttlePacketType == ThrottleOutPacketType.Task)
- {
- System.Diagnostics.StackTrace stackTrace = new System.Diagnostics.StackTrace(); // get call stack
- System.Diagnostics.StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
-
- string stack = "";
- for (int count = 1; count < stackFrames.Length; count++)
- {
- stack += (stack == "" ? "" : ",") + stackFrames[count].GetMethod().Name;
- if (count > 5) break;
- }
-
- lock(pktsrc)
- {
- if (! pktsrc.ContainsKey(stack))
- pktsrc.Add(stack,0);
- pktsrc[stack]++;
-
- if (++pktcnt > 500)
- {
- pktcnt = 0;
- m_log.WarnFormat("[PACKETCOUNTS] START");
- foreach (KeyValuePair pkt in pktsrc)
- m_log.WarnFormat("[PACKETCOUNTS] {0,8}, {1}", pkt.Value, pkt.Key);
- pktsrc.Clear();
- m_log.WarnFormat("[PACKETCOUNTS] END");
- }
- }
- }
m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting);
}
--
cgit v1.1
From 6ed6b46aad85b66dd3c50fcf17d108a8da42c5ff Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Wed, 13 Apr 2011 21:01:51 -0700
Subject: Comment out the warning if the prioritizer runs without a fully
initialized scene presence. Not sure why we are dumping updates to a client
that isn't there yet...
---
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 4694e2b..e3ed905 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -166,7 +166,11 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence == null)
{
- m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
+ // this shouldn't happen, it basically means that we are prioritizing
+ // updates to send to a client that doesn't have a presence in the scene
+ // seems like there's race condition here...
+
+ // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
// throw new InvalidOperationException("Prioritization agent not defined");
return Int32.MaxValue;
}
--
cgit v1.1
From aaf912586948a3d0d9bb918952766ba48e90fd18 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 17:33:55 +0100
Subject: simplify coalesced object tests by using existing scene object set up
utils
this change makes it possible to set an absolute position on a group before it is put into a scene.
---
.../Tests/InventoryAccessModuleTests.cs | 40 ++++------------------
.../Region/Framework/Scenes/SceneObjectGroup.cs | 21 ++++++++----
2 files changed, 20 insertions(+), 41 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index c76a30a..9fc77a7 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -87,41 +87,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
// log4net.Config.XmlConfigurator.Configure();
// Create asset
- SceneObjectGroup object1;
- {
- string partName = "Object1";
- UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = Quaternion.Identity;
- Vector3 offsetPosition = new Vector3(5, 10, 15);
-
- SceneObjectPart part1
- = new SceneObjectPart(
- ownerId, shape, groupPosition, rotationOffset, offsetPosition);
- part1.Scale = new Vector3(1, 1, 1);
- part1.Name = partName;
-
- object1 = new SceneObjectGroup(part1);
- }
+ SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object1", 0x20);
+ object1.AbsolutePosition = new Vector3(15, 30, 45);
+ object1.Parts[0].Scale = new Vector3(1, 1, 1);
- SceneObjectGroup object2;
- {
- string partName = "Object2";
- UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(20, 40, 60);
- Quaternion rotationOffset = Quaternion.Identity;
- Vector3 offsetPosition = new Vector3(5, 10, 15);
-
- SceneObjectPart part1
- = new SceneObjectPart(
- ownerId, shape, groupPosition, rotationOffset, offsetPosition);
- part1.Scale = new Vector3(1, 1, 1);
- part1.Name = partName;
-
- object2 = new SceneObjectGroup(part1);
- }
+ SceneObjectGroup object2 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object2", 0x40);
+ object2.AbsolutePosition = new Vector3(25, 50, 75);
+ object2.Parts[0].Scale = new Vector3(1, 1, 1);
CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ca7d9d9..9bb50db 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -296,11 +296,14 @@ namespace OpenSim.Region.Framework.Scenes
{
Vector3 val = value;
- if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
- || m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
- && !IsAttachmentCheckFull() && (!m_scene.LoadingPrims))
+ if (Scene != null)
{
- m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
+ if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
+ || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
+ && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
+ {
+ m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
+ }
}
if (RootPart.GetStatusSandbox())
@@ -308,8 +311,11 @@ namespace OpenSim.Region.Framework.Scenes
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
{
RootPart.ScriptSetPhysicsStatus(false);
- Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
- ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
+
+ if (Scene != null)
+ Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
+ ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
+
return;
}
}
@@ -326,7 +332,8 @@ namespace OpenSim.Region.Framework.Scenes
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
//}
- m_scene.EventManager.TriggerParcelPrimCountTainted();
+ if (Scene != null)
+ Scene.EventManager.TriggerParcelPrimCountTainted();
}
}
--
cgit v1.1
From c644ab6a2c902c829a0dc88d08780a4411b4cd29 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 20:21:44 +0100
Subject: Make scene object parts created by the test utils unit sized.
---
.../Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 9fc77a7..60a932d 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -89,11 +89,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
// Create asset
SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object1", 0x20);
object1.AbsolutePosition = new Vector3(15, 30, 45);
- object1.Parts[0].Scale = new Vector3(1, 1, 1);
SceneObjectGroup object2 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object2", 0x40);
- object2.AbsolutePosition = new Vector3(25, 50, 75);
- object2.Parts[0].Scale = new Vector3(1, 1, 1);
+ object2.AbsolutePosition = new Vector3(25, 50, 75);
CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2);
--
cgit v1.1
From e4392648248d11699772aac42db753ae4f84495f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 20:23:48 +0100
Subject: simplify TestRezObject()
---
.../Tests/InventoryAccessModuleTests.cs | 18 +-----------------
1 file changed, 1 insertion(+), 17 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 60a932d..7a7a8c2 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -143,23 +143,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
// log4net.Config.XmlConfigurator.Configure();
// Create asset
- SceneObjectGroup object1;
- SceneObjectPart part1;
- {
- string partName = "My Little Dog Object";
- UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
- Vector3 offsetPosition = new Vector3(5, 10, 15);
-
- part1
- = new SceneObjectPart(
- ownerId, shape, groupPosition, rotationOffset, offsetPosition);
- part1.Name = partName;
-
- object1 = new SceneObjectGroup(part1);
- }
+ SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "My Little Dog Object", 0x40);
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
--
cgit v1.1
From 1569148b49f188f3c46f9fd8ffa096efc70f72fa Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 20:32:27 +0100
Subject: simplify TestSaveItemToIarV0_1()
---
.../Archiver/Tests/InventoryArchiverTests.cs | 20 ++------------------
1 file changed, 2 insertions(+), 18 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index 7f156f8..9e3e7d4 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -84,24 +84,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
// Create asset
- SceneObjectGroup object1;
- SceneObjectPart part1;
- {
- string partName = "My Little Dog Object";
- UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
- Vector3 offsetPosition = new Vector3(5, 10, 15);
-
- part1
- = new SceneObjectPart(
- ownerId, shape, groupPosition, rotationOffset, offsetPosition);
- part1.Name = partName;
-
- object1 = new SceneObjectGroup(part1);
- m_scene.AddNewSceneObject(object1, false);
- }
+ UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
+ SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, ownerId, "My Little Dog Object", 0x50);
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
--
cgit v1.1
From 55387542eaae8ab27c4709ae5b923d9d2d2a4431 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 20:35:00 +0100
Subject: simplify InventoryArchiveTestCase setup
---
.../Archiver/Tests/InventoryArchiveTestCase.cs | 20 ++------------------
1 file changed, 2 insertions(+), 18 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
index e5127a0..7ee6f28 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
@@ -105,24 +105,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
MemoryStream archiveWriteStream = new MemoryStream();
// Create asset
- SceneObjectGroup object1;
- SceneObjectPart part1;
- {
- string partName = "Ray Gun Object";
- UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
- Vector3 groupPosition = new Vector3(10, 20, 30);
- Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
- Vector3 offsetPosition = new Vector3(5, 10, 15);
-
- part1
- = new SceneObjectPart(
- ownerId, shape, groupPosition, rotationOffset, offsetPosition);
- part1.Name = partName;
-
- object1 = new SceneObjectGroup(part1);
- scene.AddNewSceneObject(object1, false);
- }
+ UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
+ SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, ownerId, "Ray Gun Object", 0x50);
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
--
cgit v1.1
From 821e67fb950721c0bb8105318e41d7982cf986f2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 14 Apr 2011 20:59:52 +0100
Subject: implement stub TestLoadCoalesecedItem(). Doesn't do what it's meant
to do yet.
---
.../Archiver/Tests/InventoryArchiveTestCase.cs | 35 +++++++++++++++++++---
.../Archiver/Tests/InventoryArchiverTests.cs | 17 +++++++++++
2 files changed, 48 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
index 7ee6f28..f2d050c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
@@ -68,17 +68,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000555"),
FirstName = "Mr",
LastName = "Tiddles" };
+
protected UserAccount m_uaLL1
= new UserAccount {
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000666"),
FirstName = "Lord",
LastName = "Lucan" };
+
protected UserAccount m_uaLL2
= new UserAccount {
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000777"),
FirstName = "Lord",
- LastName = "Lucan" };
+ LastName = "Lucan" };
+
protected string m_item1Name = "Ray Gun Item";
+ protected string m_coaItemName = "Coalesced Item";
[SetUp]
public virtual void SetUp()
@@ -104,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
MemoryStream archiveWriteStream = new MemoryStream();
- // Create asset
+ // Create scene object asset
UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, ownerId, "Ray Gun Object", 0x50);
@@ -112,7 +116,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
scene.AssetService.Store(asset1);
- // Create item
+ // Create scene object item
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = m_item1Name;
item1.ID = UUID.Parse("00000000-0000-0000-0000-000000000020");
@@ -123,8 +127,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
item1.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID;
scene.AddInventoryItem(item1);
+ // Create coalesced objects asset
+ SceneObjectGroup cobj1 = SceneSetupHelpers.CreateSceneObject(1, m_uaLL1.PrincipalID, "Object1", 0x120);
+ cobj1.AbsolutePosition = new Vector3(15, 30, 45);
+
+ SceneObjectGroup cobj2 = SceneSetupHelpers.CreateSceneObject(1, m_uaLL1.PrincipalID, "Object2", 0x140);
+ cobj2.AbsolutePosition = new Vector3(25, 50, 75);
+
+ CoalescedSceneObjects coa = new CoalescedSceneObjects(m_uaLL1.PrincipalID, cobj1, cobj2);
+
+ AssetBase coaAsset = AssetHelpers.CreateAsset(0x160, coa);
+ scene.AssetService.Store(coaAsset);
+
+ // Create coalesced objects inventory item
+ InventoryItemBase coaItem = new InventoryItemBase();
+ coaItem.Name = m_coaItemName;
+ coaItem.ID = UUID.Parse("00000000-0000-0000-0000-000000000180");
+ coaItem.AssetID = asset1.FullID;
+ coaItem.GroupID = UUID.Random();
+ coaItem.CreatorIdAsUuid = m_uaLL1.PrincipalID;
+ coaItem.Owner = m_uaLL1.PrincipalID;
+ coaItem.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID;
+ scene.AddInventoryItem(coaItem);
+
archiverModule.ArchiveInventory(
- Guid.NewGuid(), m_uaLL1.FirstName, m_uaLL1.LastName, m_item1Name, "hampshire", archiveWriteStream);
+ Guid.NewGuid(), m_uaLL1.FirstName, m_uaLL1.LastName, "/*", "hampshire", archiveWriteStream);
m_iarStreamBytes = archiveWriteStream.ToArray();
}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index 9e3e7d4..0c4e364 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -257,5 +257,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaMT.PrincipalID));
}
+
+ [Test]
+ public void TestLoadCoalesecedItem()
+ {
+ TestHelper.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaLL1, "password");
+ m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "password", m_iarStream);
+
+ InventoryItemBase coaItem
+ = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_coaItemName);
+
+ Assert.That(coaItem, Is.Not.Null, "Didn't find loaded item 1");
+
+ // TODO: Check that the loaded coalesence is valid and that the required scene object assets are around
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From a0d80140f2d0ad6dd63970a3a3d5c0da8320ae75 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 00:42:06 +0100
Subject: Make all the objects in a coalescence reappears after being loaded
from an IAR. This still doesn't work proprerly since some required
textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
---
.../Archiver/InventoryArchiveReadRequest.cs | 28 +++++++++----
.../Archiver/Tests/InventoryArchiveTestCase.cs | 2 +-
.../Archiver/Tests/InventoryArchiverTests.cs | 43 +++++++++++---------
.../Asset/LocalAssetServiceConnector.cs | 2 +
.../CoalescedSceneObjectsSerializer.cs | 47 +++++++++++++++++++---
5 files changed, 90 insertions(+), 32 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 01170aa..f3d2f26 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -471,16 +471,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (m_creatorIdForAssetId.ContainsKey(assetId))
{
string xmlData = Utils.BytesToString(data);
- SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
- foreach (SceneObjectPart sop in sog.Parts)
+ List sceneObjects = new List();
+
+ CoalescedSceneObjects coa = null;
+ if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa))
+ {
+// m_log.DebugFormat(
+// "[INVENTORY ARCHIVER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count);
+
+ sceneObjects.AddRange(coa.Objects);
+ }
+ else
{
- if (sop.CreatorData == null || sop.CreatorData == "")
- {
- sop.CreatorID = m_creatorIdForAssetId[assetId];
- }
+ sceneObjects.Add(SceneObjectSerializer.FromOriginalXmlFormat(xmlData));
}
- data = Utils.StringToBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog));
+ foreach (SceneObjectGroup sog in sceneObjects)
+ foreach (SceneObjectPart sop in sog.Parts)
+ if (sop.CreatorData == null || sop.CreatorData == "")
+ sop.CreatorID = m_creatorIdForAssetId[assetId];
+
+ if (coa != null)
+ data = Utils.StringToBytes(CoalescedSceneObjectsSerializer.ToXml(coa));
+ else
+ data = Utils.StringToBytes(SceneObjectSerializer.ToOriginalXmlFormat(sceneObjects[0]));
}
}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
index f2d050c..e2316f0 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
InventoryItemBase coaItem = new InventoryItemBase();
coaItem.Name = m_coaItemName;
coaItem.ID = UUID.Parse("00000000-0000-0000-0000-000000000180");
- coaItem.AssetID = asset1.FullID;
+ coaItem.AssetID = coaAsset.FullID;
coaItem.GroupID = UUID.Random();
coaItem.CreatorIdAsUuid = m_uaLL1.PrincipalID;
coaItem.Owner = m_uaLL1.PrincipalID;
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index 0c4e364..f747c89 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -62,9 +62,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
SerialiserModule serialiserModule = new SerialiserModule();
m_archiverModule = new InventoryArchiverModule();
- m_scene = SceneSetupHelpers.SetupScene("Inventory");
+ m_scene = SceneSetupHelpers.SetupScene("asset inventory");
SceneSetupHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule);
}
+
+ [Test]
+ public void TestLoadCoalesecedItem()
+ {
+ TestHelper.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaLL1, "password");
+ m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "password", m_iarStream);
+
+ InventoryItemBase coaItem
+ = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_coaItemName);
+
+ Assert.That(coaItem, Is.Not.Null, "Didn't find loaded item 1");
+
+ string assetXml = AssetHelpers.ReadAssetAsString(m_scene.AssetService, coaItem.AssetID);
+
+ CoalescedSceneObjects coa;
+ bool readResult = CoalescedSceneObjectsSerializer.TryFromXml(assetXml, out coa);
+
+ Assert.That(readResult, Is.True);
+
+ // TODO: Check that the loaded coalesence is valid and that the required scene object assets are around
+ }
///
/// Test saving a single inventory item to a V0.1 OpenSim Inventory Archive
@@ -257,22 +281,5 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaMT.PrincipalID));
}
-
- [Test]
- public void TestLoadCoalesecedItem()
- {
- TestHelper.InMethod();
-// log4net.Config.XmlConfigurator.Configure();
-
- UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaLL1, "password");
- m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "password", m_iarStream);
-
- InventoryItemBase coaItem
- = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_coaItemName);
-
- Assert.That(coaItem, Is.Not.Null, "Didn't find loaded item 1");
-
- // TODO: Check that the loaded coalesence is valid and that the required scene object assets are around
- }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
index 1b3419d..51d1d59 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
@@ -195,6 +195,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
public byte[] GetData(string id)
{
+// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id);
+
AssetBase asset = m_Cache.Get(id);
if (asset != null)
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
index a0e120a..babcb54 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
@@ -55,11 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
///
///
public static string ToXml(CoalescedSceneObjects coa)
- {
- // TODO: Should probably return an empty xml serialization rather than a blank string
- if (!coa.HasObjects)
- return "";
-
+ {
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
@@ -105,10 +101,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
string output = sw.ToString();
-// m_log.Debug(output);
+// Console.WriteLine(output);
return output;
}
}
+
+ public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
+ {
+// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
+
+ coa = null;
+
+ using (StringReader sr = new StringReader(xml))
+ {
+ using (XmlTextReader reader = new XmlTextReader(sr))
+ {
+ reader.Read();
+ if (reader.Name != "CoalescedObject")
+ {
+// m_log.DebugFormat(
+// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
+// reader.Name);
+
+ return false;
+ }
+
+ coa = new CoalescedSceneObjects(UUID.Zero);
+ reader.Read();
+
+ while (reader.NodeType != XmlNodeType.EndElement && reader.Name != "CoalescedObject")
+ {
+ if (reader.Name == "SceneObjectGroup")
+ {
+ string soXml = reader.ReadOuterXml();
+ coa.Add(SceneObjectSerializer.FromOriginalXmlFormat(soXml));
+ }
+ }
+
+ reader.ReadEndElement(); // CoalescedObject
+ }
+ }
+
+ return true;
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From ad70cddcfc48182f75be7643297cea2a9d20ac91 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 00:56:40 +0100
Subject: extend TestLoadCoalesecedItem() to check loaded object ids and
positions
---
.../Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index f747c89..69c5dcd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -86,8 +86,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
bool readResult = CoalescedSceneObjectsSerializer.TryFromXml(assetXml, out coa);
Assert.That(readResult, Is.True);
+ Assert.That(coa.Count, Is.EqualTo(2));
- // TODO: Check that the loaded coalesence is valid and that the required scene object assets are around
+ List coaObjects = coa.Objects;
+ Assert.That(coaObjects[0].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000120")));
+ Assert.That(coaObjects[0].AbsolutePosition, Is.EqualTo(new Vector3(15, 30, 45)));
+
+ Assert.That(coaObjects[1].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000140")));
+ Assert.That(coaObjects[1].AbsolutePosition, Is.EqualTo(new Vector3(25, 50, 75)));
}
///
--
cgit v1.1
From 54e885581989ddfaf525753ede12c4d4d797cba0 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 01:23:26 +0100
Subject: remove mock asset service for tests in favour of always using the
real one
---
OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 6b70865..dbf9e0f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -47,7 +47,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
[SetUp]
public void Init()
{
- m_assetService = new MockAssetService();
+ // FIXME: We don't need a full scene here - it would be enough to set up the asset service.
+ Scene scene = SceneSetupHelpers.SetupScene();
+ m_assetService = scene.AssetService;
m_uuidGatherer = new UuidGatherer(m_assetService);
}
--
cgit v1.1
From 66a62678e5da89b0fa004eca3a370d202c239884 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 01:37:27 +0100
Subject: get rid of all traces of the now used mock service infrastructure
---
.../Inventory/Archiver/Tests/InventoryArchiveTestCase.cs | 2 +-
.../Inventory/Archiver/Tests/InventoryArchiverTests.cs | 2 +-
.../Avatar/Inventory/Archiver/Tests/PathTests.cs | 14 +++++++-------
.../InventoryAccess/Tests/InventoryAccessModuleTests.cs | 2 +-
.../CoreModules/World/Serialiser/Tests/SerialiserTests.cs | 2 +-
.../Framework/Scenes/Tests/StandaloneTeleportTests.cs | 4 ++--
.../Region/Framework/Scenes/Tests/TaskInventoryTests.cs | 4 ++--
7 files changed, 15 insertions(+), 15 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
index e2316f0..5ba08ee 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveTestCase.cs
@@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
// log4net.Config.XmlConfigurator.Configure();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
- Scene scene = SceneSetupHelpers.SetupScene("Inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaLL1, "hampshire");
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index 69c5dcd..d03f6da 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -62,7 +62,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
SerialiserModule serialiserModule = new SerialiserModule();
m_archiverModule = new InventoryArchiverModule();
- m_scene = SceneSetupHelpers.SetupScene("asset inventory");
+ m_scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule);
}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs
index 0e8f647..c7dae52 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs
@@ -63,7 +63,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
- Scene scene = SceneSetupHelpers.SetupScene("Inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
// Create user
@@ -180,7 +180,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
@@ -223,7 +223,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaMT, "password");
@@ -248,7 +248,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
- Scene scene = SceneSetupHelpers.SetupScene("Inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
// Create user
@@ -327,7 +327,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene);
Dictionary foldersCreated = new Dictionary();
@@ -394,7 +394,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene);
string folder1ExistingName = "a";
@@ -445,7 +445,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene);
string folder1ExistingName = "a";
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 7a7a8c2..8d53cf1 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
- m_scene = SceneSetupHelpers.SetupScene("Inventory");
+ m_scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(m_scene, config, m_iam);
// Create user
diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
index dafaa0c..a866fd9 100644
--- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
+++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
@@ -237,7 +237,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
public void Init()
{
m_serialiserModule = new SerialiserModule();
- m_scene = SceneSetupHelpers.SetupScene("");
+ m_scene = SceneSetupHelpers.SetupScene();
SceneSetupHelpers.SetupSceneModules(m_scene, m_serialiserModule);
}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs
index 8588f7f..dd28416 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs
@@ -117,11 +117,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
- Scene sceneB = SceneSetupHelpers.SetupScene("sceneB", sceneBId, 1010, 1010, "grid");
+ Scene sceneB = SceneSetupHelpers.SetupScene("sceneB", sceneBId, 1010, 1010);
SceneSetupHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms);
sceneB.RegisterRegionWithGrid();
- Scene sceneA = SceneSetupHelpers.SetupScene("sceneA", sceneAId, 1000, 1000, "grid");
+ Scene sceneA = SceneSetupHelpers.SetupScene("sceneA", sceneAId, 1000, 1000);
SceneSetupHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms);
sceneA.RegisterRegionWithGrid();
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index 8138bcc..2aef4b0 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -101,7 +101,7 @@ namespace OpenSim.Region.Framework.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
UserAccount user1 = CreateUser(scene);
SceneObjectGroup sog1 = CreateSO1(scene, user1.PrincipalID);
SceneObjectPart sop1 = sog1.RootPart;
@@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
- Scene scene = SceneSetupHelpers.SetupScene("inventory");
+ Scene scene = SceneSetupHelpers.SetupScene();
UserAccount user1 = CreateUser(scene);
SceneObjectGroup sog1 = CreateSO1(scene, user1.PrincipalID);
SceneObjectPart sop1 = sog1.RootPart;
--
cgit v1.1
From 40bf417da7705711f33c64b82611203ff2a0adad Mon Sep 17 00:00:00 2001
From: BlueWall
Date: Wed, 13 Apr 2011 16:10:18 -0400
Subject: Add ColladaMesh switch
---
OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 13 +++++++++++--
.../Assets/NewFileAgentInventoryVariablePriceModule.cs | 11 ++++++++++-
2 files changed, 21 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
index 878242a..d2278bc 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
@@ -54,6 +54,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
private Scene m_scene;
private IAssetService m_assetService;
+ private bool m_enabled = true;
#region IRegionModuleBase Members
@@ -65,7 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
-
+ IConfig startupConfig = source.Configs["Startup"];
+ if (startupConfig == null)
+ return;
+
+ if (!startupConfig.GetBoolean("ColladaMesh",true))
+ m_enabled = false;
}
public void AddRegion(Scene pScene)
@@ -101,16 +107,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void RegisterCaps(UUID agentID, Caps caps)
{
+ if(!m_enabled)
+ return;
+
UUID capID = UUID.Random();
// m_log.Info("[GETMESH]: /CAPS/" + capID);
+
caps.RegisterHandler("GetMesh",
new RestHTTPHandler("GET", "/CAPS/" + capID,
delegate(Hashtable m_dhttpMethod)
{
return ProcessGetMesh(m_dhttpMethod, agentID, caps);
}));
-
}
#endregion
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
index 4a42c93..fb07cc9 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
@@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
private Scene m_scene;
// private IAssetService m_assetService;
private bool m_dumpAssetsToFile = false;
+ private bool m_enabled = true;
#region IRegionModuleBase Members
@@ -67,7 +68,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
-
+ IConfig startupConfig = source.Configs["Startup"];
+ if (startupConfig == null)
+ return;
+
+ if (!startupConfig.GetBoolean("ColladaMesh",true))
+ m_enabled = false;
}
public void AddRegion(Scene pScene)
@@ -103,6 +109,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void RegisterCaps(UUID agentID, Caps caps)
{
+ if(!m_enabled)
+ return;
+
UUID capID = UUID.Random();
// m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID);
--
cgit v1.1
From 52d92303926c8be46af734707274e6d8ecd70602 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 22:47:47 +0100
Subject: refactor: split out some rez code into a separate
CreateItemForObject() method
---
.../InventoryAccess/InventoryAccessModule.cs | 302 +++++++++++----------
1 file changed, 159 insertions(+), 143 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index c0946f4..0f2b9a6 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -274,154 +274,22 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
- // Get the user info of the item destination
- //
- UUID userID = UUID.Zero;
-
- if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
- action == DeRezAction.SaveToExistingUserInventoryItem)
- {
- // Take or take copy require a taker
- // Saving changes requires a local user
- //
- if (remoteClient == null)
- return UUID.Zero;
-
- userID = remoteClient.AgentId;
- }
- else
- {
- // All returns / deletes go to the object owner
- //
- userID = objlist[0].RootPart.OwnerID;
- }
-
- if (userID == UUID.Zero) // Can't proceed
- {
+ InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
+ if (item == null)
return UUID.Zero;
- }
-
- // If we're returning someone's item, it goes back to the
- // owner's Lost And Found folder.
- // Delete is treated like return in this case
- // Deleting your own items makes them go to trash
- //
-
- InventoryFolderBase folder = null;
- InventoryItemBase item = null;
-
- if (DeRezAction.SaveToExistingUserInventoryItem == action)
+
+ // Can't know creator is the same, so null it in inventory
+ if (objlist.Count > 1)
{
- item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
- item = m_Scene.InventoryService.GetItem(item);
-
- //item = userInfo.RootFolder.FindItem(
- // objectGroup.RootPart.FromUserInventoryItemID);
-
- if (null == item)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
- objlist[0].Name, objlist[0].UUID);
- return UUID.Zero;
- }
+ item.CreatorId = UUID.Zero.ToString();
+ item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
}
else
{
- // Folder magic
- //
- if (action == DeRezAction.Delete)
- {
- // Deleting someone else's item
- //
- if (remoteClient == null ||
- objlist[0].OwnerID != remoteClient.AgentId)
- {
-
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
- else
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
- }
- }
- else if (action == DeRezAction.Return)
- {
-
- // Dump to lost + found unconditionally
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
-
- if (folderID == UUID.Zero && folder == null)
- {
- if (action == DeRezAction.Delete)
- {
- // Deletes go to trash by default
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
- }
- else
- {
- if (remoteClient == null ||
- objlist[0].OwnerID != remoteClient.AgentId)
- {
- // Taking copy of another person's item. Take to
- // Objects folder.
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
- }
- else
- {
- // Catch all. Use lost & found
- //
-
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
- }
- }
-
- // Override and put into where it came from, if it came
- // from anywhere in inventory
- //
- if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
- {
- if (objlist[0].RootPart.FromFolderID != UUID.Zero)
- {
- InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
- folder = m_Scene.InventoryService.GetFolder(f);
- }
- }
-
- if (folder == null) // None of the above
- {
- folder = new InventoryFolderBase(folderID);
-
- if (folder == null) // Nowhere to put it
- {
- return UUID.Zero;
- }
- }
-
- item = new InventoryItemBase();
- // Can't know creator is the same, so null it in inventory
- if (objlist.Count > 1)
- item.CreatorId = UUID.Zero.ToString();
- else
- item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
- item.ID = UUID.Random();
- item.InvType = (int)InventoryType.Object;
- item.Folder = folder.ID;
- item.Owner = userID;
- if (objlist.Count > 1)
- {
- item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
- }
- else
- {
- item.SaleType = objlist[0].RootPart.ObjectSaleType;
- item.SalePrice = objlist[0].RootPart.SalePrice;
- }
- }
+ item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
+ item.SaleType = objlist[0].RootPart.ObjectSaleType;
+ item.SalePrice = objlist[0].RootPart.SalePrice;
+ }
AssetBase asset = CreateAsset(
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
@@ -505,8 +373,156 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
}
+
return assetID;
}
+
+ ///
+ /// Create an item using details for the given scene object.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected InventoryItemBase CreateItemForObject(
+ DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID)
+ {
+ // Get the user info of the item destination
+ //
+ UUID userID = UUID.Zero;
+
+ if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
+ action == DeRezAction.SaveToExistingUserInventoryItem)
+ {
+ // Take or take copy require a taker
+ // Saving changes requires a local user
+ //
+ if (remoteClient == null)
+ return null;
+
+ userID = remoteClient.AgentId;
+ }
+ else
+ {
+ // All returns / deletes go to the object owner
+ //
+ userID = so.RootPart.OwnerID;
+ }
+
+ if (userID == UUID.Zero) // Can't proceed
+ {
+ return null;
+ }
+
+ // If we're returning someone's item, it goes back to the
+ // owner's Lost And Found folder.
+ // Delete is treated like return in this case
+ // Deleting your own items makes them go to trash
+ //
+
+ InventoryFolderBase folder = null;
+ InventoryItemBase item = null;
+
+ if (DeRezAction.SaveToExistingUserInventoryItem == action)
+ {
+ item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID);
+ item = m_Scene.InventoryService.GetItem(item);
+
+ //item = userInfo.RootFolder.FindItem(
+ // objectGroup.RootPart.FromUserInventoryItemID);
+
+ if (null == item)
+ {
+ m_log.DebugFormat(
+ "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
+ so.Name, so.UUID);
+
+ return null;
+ }
+ }
+ else
+ {
+ // Folder magic
+ //
+ if (action == DeRezAction.Delete)
+ {
+ // Deleting someone else's item
+ //
+ if (remoteClient == null ||
+ so.OwnerID != remoteClient.AgentId)
+ {
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
+ }
+ else
+ {
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
+ }
+ }
+ else if (action == DeRezAction.Return)
+ {
+ // Dump to lost + found unconditionally
+ //
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
+ }
+
+ if (folderID == UUID.Zero && folder == null)
+ {
+ if (action == DeRezAction.Delete)
+ {
+ // Deletes go to trash by default
+ //
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
+ }
+ else
+ {
+ if (remoteClient == null || so.OwnerID != remoteClient.AgentId)
+ {
+ // Taking copy of another person's item. Take to
+ // Objects folder.
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
+ }
+ else
+ {
+ // Catch all. Use lost & found
+ //
+
+ folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
+ }
+ }
+ }
+
+ // Override and put into where it came from, if it came
+ // from anywhere in inventory
+ //
+ if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
+ {
+ if (so.RootPart.FromFolderID != UUID.Zero)
+ {
+ InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
+ folder = m_Scene.InventoryService.GetFolder(f);
+ }
+ }
+
+ if (folder == null) // None of the above
+ {
+ folder = new InventoryFolderBase(folderID);
+
+ if (folder == null) // Nowhere to put it
+ {
+ return null;
+ }
+ }
+
+ item = new InventoryItemBase();
+ item.ID = UUID.Random();
+ item.InvType = (int)InventoryType.Object;
+ item.Folder = folder.ID;
+ item.Owner = userID;
+ }
+
+ return item;
+ }
///
/// Rez an object into the scene from the user's inventory
--
cgit v1.1
From 9c7f14bf366eaa113ca7a89d3b40a42529e7726e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 23:07:23 +0100
Subject: minor: remove a small amount of code duplication
---
.../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 0f2b9a6..5d19025 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -298,17 +298,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
Utils.StringToBytes(itemXml),
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
- assetID = asset.FullID;
+
+ item.AssetID = asset.FullID;
+ assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
- item.AssetID = asset.FullID;
m_Scene.InventoryService.UpdateItem(item);
}
else
{
- item.AssetID = asset.FullID;
-
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
foreach (SceneObjectGroup grp in objlist)
effectivePerms &= grp.GetEffectivePermissions();
--
cgit v1.1
From 1dba671f45b691bcf024e9ffd5568e8a7ea2165c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 15 Apr 2011 23:32:46 +0100
Subject: refactor: separate out code that adds permissions
---
.../InventoryAccess/InventoryAccessModule.cs | 101 ++++++++++++---------
1 file changed, 59 insertions(+), 42 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 5d19025..8b68dbe 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -308,48 +308,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
- uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
- foreach (SceneObjectGroup grp in objlist)
- effectivePerms &= grp.GetEffectivePermissions();
- effectivePerms |= (uint)PermissionMask.Move;
-
- if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
- {
- uint perms = effectivePerms;
- uint nextPerms = (perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
-
- item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
- item.CurrentPermissions = item.BasePermissions;
- item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
- item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
- item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
-
- // Magic number badness. Maybe this deserves an enum.
- // bit 4 (16) is the "Slam" bit, it means treat as passed
- // and apply next owner perms on rez
- item.CurrentPermissions |= 16; // Slam!
- }
- else
- {
- item.BasePermissions = effectivePerms;
- item.CurrentPermissions = effectivePerms;
- item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
- item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
- item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
-
- item.CurrentPermissions &=
- ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify |
- (uint)PermissionMask.Move |
- 7); // Preserve folded permissions
- }
+ AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
@@ -377,6 +336,64 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
///
+ /// Add relevant permissions for an object to the item.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected InventoryItemBase AddPermissions(
+ InventoryItemBase item, SceneObjectGroup so, List objsForEffectivePermissions,
+ IClientAPI remoteClient)
+ {
+ uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
+ foreach (SceneObjectGroup grp in objsForEffectivePermissions)
+ effectivePerms &= grp.GetEffectivePermissions();
+ effectivePerms |= (uint)PermissionMask.Move;
+
+ if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
+ {
+ uint perms = effectivePerms;
+ uint nextPerms = (perms & 7) << 13;
+ if ((nextPerms & (uint)PermissionMask.Copy) == 0)
+ perms &= ~(uint)PermissionMask.Copy;
+ if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
+ perms &= ~(uint)PermissionMask.Transfer;
+ if ((nextPerms & (uint)PermissionMask.Modify) == 0)
+ perms &= ~(uint)PermissionMask.Modify;
+
+ item.BasePermissions = perms & so.RootPart.NextOwnerMask;
+ item.CurrentPermissions = item.BasePermissions;
+ item.NextPermissions = perms & so.RootPart.NextOwnerMask;
+ item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
+ item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
+
+ // Magic number badness. Maybe this deserves an enum.
+ // bit 4 (16) is the "Slam" bit, it means treat as passed
+ // and apply next owner perms on rez
+ item.CurrentPermissions |= 16; // Slam!
+ }
+ else
+ {
+ item.BasePermissions = effectivePerms;
+ item.CurrentPermissions = effectivePerms;
+ item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
+ item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
+ item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
+
+ item.CurrentPermissions &=
+ ((uint)PermissionMask.Copy |
+ (uint)PermissionMask.Transfer |
+ (uint)PermissionMask.Modify |
+ (uint)PermissionMask.Move |
+ 7); // Preserve folded permissions
+ }
+
+ return item;
+ }
+
+ ///
/// Create an item using details for the given scene object.
///
///
--
cgit v1.1
From cd6dce11086a4e8a06257659c19eaa66d3b1a951 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 15 Apr 2011 16:42:40 -0700
Subject: Fixes mantis #5431 -- coalesced objects in HG-enabled regions. Needs
more testing to make sure HG inventory isn't broken by this (it shouldn't).
---
.../InventoryAccess/HGInventoryAccessModule.cs | 27 +++-------------------
.../InventoryAccess/InventoryAccessModule.cs | 10 +++++++-
2 files changed, 12 insertions(+), 25 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
index 4565d10..8c99983 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
@@ -129,35 +129,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
///
- /// DeleteToInventory
+ /// Used in DeleteToInventory
///
- public override UUID DeleteToInventory(DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient)
+ protected override void ExportAsset(UUID agentID, UUID assetID)
{
- UUID ret = UUID.Zero;
-
- // HACK: Only works for lists of length one.
- // Intermediate version, just to make things compile
- foreach (SceneObjectGroup g in objectGroups)
- ret = DeleteToInventory(action, folderID, g, remoteClient);
-
- return ret;
- }
-
- // DO NOT OVERRIDE THE BASE METHOD
- public new virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
- SceneObjectGroup objectGroup, IClientAPI remoteClient)
- {
- UUID assetID = base.DeleteToInventory(action, folderID, new List() {objectGroup}, remoteClient);
-
if (!assetID.Equals(UUID.Zero))
- {
- if (remoteClient != null)
- UploadInventoryItem(remoteClient.AgentId, assetID, "", 0);
- }
+ UploadInventoryItem(agentID, assetID, "", 0);
else
m_log.Debug("[HGScene]: Scene.Inventory did not create asset");
-
- return assetID;
}
///
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8b68dbe..a716326 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -330,11 +330,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
}
+
+ // This is a hook to do some per-asset post-processing for subclasses that need that
+ ExportAsset(remoteClient.AgentId, assetID);
}
return assetID;
}
-
+
+ protected virtual void ExportAsset(UUID agentID, UUID assetID)
+ {
+ // nothing to do here
+ }
+
///
/// Add relevant permissions for an object to the item.
///
--
cgit v1.1
From 3e0e1057acffa2c92a6f949cef0183193033d8c2 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Fri, 15 Apr 2011 16:44:53 -0700
Subject: Remove the call to remove tokens from the parent. Under heavy load
this appears to cause problems with the system timer resolution. This caused
a problem with tokens going into the root throttle as bursts leading to some
starvation.
Also changed EnqueueOutgoing to always queue a packet if there
are already packets in the queue. Ensures consistent ordering
of packet sends.
---
OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 10 ++++++++++
OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs | 9 ++++-----
2 files changed, 14 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 5a69851..7be8a0a 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -440,6 +440,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.LocklessQueue queue = m_packetOutboxes[category];
TokenBucket bucket = m_throttleCategories[category];
+ // Don't send this packet if there is already a packet waiting in the queue
+ // even if we have the tokens to send it, tokens should go to the already
+ // queued packets
+ if (queue.Count > 0)
+ {
+ queue.Enqueue(packet);
+ return true;
+ }
+
+
if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
{
// Enough tokens were removed from the bucket, the packet will not be queued
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index e4d59ff..07b0a1d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -255,11 +255,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If we have enough tokens then remove them and return
if (m_tokenCount - amount >= 0)
{
- if (m_parent == null || m_parent.RemoveTokens(amount))
- {
- m_tokenCount -= amount;
- return true;
- }
+ // we don't have to remove from the parent, the drip rate is already
+ // reflective of the drip rate limits in the parent
+ m_tokenCount -= amount;
+ return true;
}
return false;
--
cgit v1.1
From 419fc9427ef14eea443ec6f57501c6915c2de3b9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 20:03:53 +0100
Subject: Provide a configuration setting to control whether multiple taken
objects are coalesced to inventory
This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini
Default is true.
---
.../InventoryAccess/HGInventoryAccessModule.cs | 3 ++
.../InventoryAccess/InventoryAccessModule.cs | 59 ++++++++++++++++------
2 files changed, 47 insertions(+), 15 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
index 8c99983..52791cb 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
@@ -75,6 +75,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
+
+ InitialiseCommon(source);
+
m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index a716326..e030ba1 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return m_UserManagement;
}
}
-
+
+ public bool CoalesceMultipleObjectsToInventory { get; set; }
#region INonSharedRegionModule
@@ -87,10 +88,28 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
- m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
+
+ InitialiseCommon(source);
+
+ m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
+
+ ///
+ /// Common module config for both this and descendant classes.
+ ///
+ ///
+ protected virtual void InitialiseCommon(IConfigSource source)
+ {
+ IConfig inventoryConfig = source.Configs["Inventory"];
+
+ if (inventoryConfig != null)
+ CoalesceMultipleObjectsToInventory
+ = inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
+ else
+ CoalesceMultipleObjectsToInventory = true;
+ }
public virtual void PostInitialise()
{
@@ -206,20 +225,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List objectGroups, IClientAPI remoteClient)
{
- UUID ret = UUID.Zero;
-
- // The following code groups the SOG's by owner. No objects
- // belonging to different people can be coalesced, for obvious
- // reasons.
- Dictionary> deletes =
- new Dictionary>();
-
- foreach (SceneObjectGroup g in objectGroups)
+ Dictionary> deletes = new Dictionary>();
+
+ if (CoalesceMultipleObjectsToInventory)
{
- if (!deletes.ContainsKey(g.OwnerID))
- deletes[g.OwnerID] = new List();
-
- deletes[g.OwnerID].Add(g);
+ // The following code groups the SOG's by owner. No objects
+ // belonging to different people can be coalesced, for obvious
+ // reasons.
+ foreach (SceneObjectGroup g in objectGroups)
+ {
+ if (!deletes.ContainsKey(g.OwnerID))
+ deletes[g.OwnerID] = new List();
+
+ deletes[g.OwnerID].Add(g);
+ }
+ }
+ else
+ {
+ // If we don't want to coalesce then put every object in its own bundle.
+ foreach (SceneObjectGroup g in objectGroups)
+ {
+ List bundle = new List();
+ bundle.Add(g);
+ deletes[g.UUID] = bundle;
+ }
}
// This is method scoped and will be returned. It will be the
--
cgit v1.1
From 5a404a9ab1b8c684e5704efe09205f44d4a2e353 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 21:07:11 +0100
Subject: Fix bug where objects were being coalesced in the wrong positions.
This addresses http://opensimulator.org/mantis/view.php?id=5441
The bug was due to a pre-existing mistake in creating the inventory stored position
---
.../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e030ba1..326ef28 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -269,9 +269,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
? 250
: objectGroup.AbsolutePosition.X)
,
- (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
+ (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
- : objectGroup.AbsolutePosition.X,
+ : objectGroup.AbsolutePosition.Y,
objectGroup.AbsolutePosition.Z);
originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
--
cgit v1.1
From 71114d4ad1c4aacbfedea9f4ab5307162ae5d9e0 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 21:34:26 +0100
Subject: refactor: rename DeleteToInventory() to CopyToInventory()
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
---
.../Framework/InventoryAccess/InventoryAccessModule.cs | 2 +-
.../Framework/Interfaces/IInventoryAccessModule.cs | 18 +++++++++++++++++-
.../Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | 3 ++-
3 files changed, 20 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 326ef28..666f353 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
///
///
///
- public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
+ public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
List objectGroups, IClientAPI remoteClient)
{
Dictionary> deletes = new Dictionary>();
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
index 05fc2ad..305975e 100644
--- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
@@ -38,7 +38,23 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IInventoryAccessModule
{
UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
- UUID DeleteToInventory(DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient);
+
+ ///
+ /// Copy objects to a user's inventory.
+ ///
+ ///
+ /// Is it left to the caller to delete them from the scene if required.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Returns the UUID of the newly created item asset (not the item itself).
+ /// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
+ ///
+ UUID CopyToInventory(DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient);
+
SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 8feb022..3423542 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -143,7 +143,8 @@ namespace OpenSim.Region.Framework.Scenes
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface();
if (invAccess != null)
- invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
+ invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
+
if (x.permissionToDelete)
{
foreach (SceneObjectGroup g in x.objectGroups)
--
cgit v1.1
From 61619ddefc96be2c1f802360cca48b1b36be8bb2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 21:59:01 +0100
Subject: refactor: split out the code which actually copies a particular
bundle to inventory
---
.../InventoryAccess/InventoryAccessModule.cs | 221 +++++++++++----------
1 file changed, 115 insertions(+), 106 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 666f353..6b3df9d 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -213,19 +213,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return UUID.Zero;
}
-
- ///
- /// Delete a scene object from a scene and place in the given avatar's inventory.
- /// Returns the UUID of the newly created asset.
- ///
- ///
- ///
- ///
- ///
+
public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
List objectGroups, IClientAPI remoteClient)
{
- Dictionary> deletes = new Dictionary>();
+ Dictionary> bundlesToCopy = new Dictionary>();
if (CoalesceMultipleObjectsToInventory)
{
@@ -234,10 +226,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// reasons.
foreach (SceneObjectGroup g in objectGroups)
{
- if (!deletes.ContainsKey(g.OwnerID))
- deletes[g.OwnerID] = new List();
+ if (!bundlesToCopy.ContainsKey(g.OwnerID))
+ bundlesToCopy[g.OwnerID] = new List();
- deletes[g.OwnerID].Add(g);
+ bundlesToCopy[g.OwnerID].Add(g);
}
}
else
@@ -247,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
List bundle = new List();
bundle.Add(g);
- deletes[g.UUID] = bundle;
+ bundlesToCopy[g.UUID] = bundle;
}
}
@@ -257,112 +249,129 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Each iteration is really a separate asset being created,
// with distinct destinations as well.
- foreach (List objlist in deletes.Values)
+ foreach (List bundle in bundlesToCopy.Values)
+ assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient);
+
+ return assetID;
+ }
+
+ ///
+ /// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
+ /// item. If there are multiple objects then these will be saved as a single coalesced item.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ protected UUID CopyBundleToInventory(
+ DeRezAction action, UUID folderID, List objlist, IClientAPI remoteClient)
+ {
+ UUID assetID = UUID.Zero;
+
+ CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
+ Dictionary originalPositions = new Dictionary();
+
+ foreach (SceneObjectGroup objectGroup in objlist)
{
- CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
- Dictionary originalPositions = new Dictionary();
+ Vector3 inventoryStoredPosition = new Vector3
+ (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
+ ? 250
+ : objectGroup.AbsolutePosition.X)
+ ,
+ (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
+ ? 250
+ : objectGroup.AbsolutePosition.Y,
+ objectGroup.AbsolutePosition.Z);
+
+ originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
+
+ objectGroup.AbsolutePosition = inventoryStoredPosition;
+
+ // Make sure all bits but the ones we want are clear
+ // on take.
+ // This will be applied to the current perms, so
+ // it will do what we want.
+ objectGroup.RootPart.NextOwnerMask &=
+ ((uint)PermissionMask.Copy |
+ (uint)PermissionMask.Transfer |
+ (uint)PermissionMask.Modify);
+ objectGroup.RootPart.NextOwnerMask |=
+ (uint)PermissionMask.Move;
+
+ coa.Add(objectGroup);
+ }
- foreach (SceneObjectGroup objectGroup in objlist)
- {
- Vector3 inventoryStoredPosition = new Vector3
- (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
- ? 250
- : objectGroup.AbsolutePosition.X)
- ,
- (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
- ? 250
- : objectGroup.AbsolutePosition.Y,
- objectGroup.AbsolutePosition.Z);
-
- originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
-
- objectGroup.AbsolutePosition = inventoryStoredPosition;
-
- // Make sure all bits but the ones we want are clear
- // on take.
- // This will be applied to the current perms, so
- // it will do what we want.
- objectGroup.RootPart.NextOwnerMask &=
- ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify);
- objectGroup.RootPart.NextOwnerMask |=
- (uint)PermissionMask.Move;
-
- coa.Add(objectGroup);
- }
+ string itemXml;
- string itemXml;
+ if (objlist.Count > 1)
+ itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
+ else
+ itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
+
+ // Restore the position of each group now that it has been stored to inventory.
+ foreach (SceneObjectGroup objectGroup in objlist)
+ objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
- if (objlist.Count > 1)
- itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
- else
- itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
-
- // Restore the position of each group now that it has been stored to inventory.
- foreach (SceneObjectGroup objectGroup in objlist)
- objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
+ InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
+ if (item == null)
+ return UUID.Zero;
+
+ // Can't know creator is the same, so null it in inventory
+ if (objlist.Count > 1)
+ {
+ item.CreatorId = UUID.Zero.ToString();
+ item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
+ }
+ else
+ {
+ item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
+ item.SaleType = objlist[0].RootPart.ObjectSaleType;
+ item.SalePrice = objlist[0].RootPart.SalePrice;
+ }
+
+ AssetBase asset = CreateAsset(
+ objlist[0].GetPartName(objlist[0].RootPart.LocalId),
+ objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
+ (sbyte)AssetType.Object,
+ Utils.StringToBytes(itemXml),
+ objlist[0].OwnerID.ToString());
+ m_Scene.AssetService.Store(asset);
+
+ item.AssetID = asset.FullID;
+ assetID = asset.FullID;
- InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
- if (item == null)
- return UUID.Zero;
-
- // Can't know creator is the same, so null it in inventory
- if (objlist.Count > 1)
- {
- item.CreatorId = UUID.Zero.ToString();
- item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
- }
- else
- {
- item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
- item.SaleType = objlist[0].RootPart.ObjectSaleType;
- item.SalePrice = objlist[0].RootPart.SalePrice;
- }
-
- AssetBase asset = CreateAsset(
- objlist[0].GetPartName(objlist[0].RootPart.LocalId),
- objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
- (sbyte)AssetType.Object,
- Utils.StringToBytes(itemXml),
- objlist[0].OwnerID.ToString());
- m_Scene.AssetService.Store(asset);
-
- item.AssetID = asset.FullID;
- assetID = asset.FullID;
+ if (DeRezAction.SaveToExistingUserInventoryItem == action)
+ {
+ m_Scene.InventoryService.UpdateItem(item);
+ }
+ else
+ {
+ AddPermissions(item, objlist[0], objlist, remoteClient);
+
+ item.CreationDate = Util.UnixTimeSinceEpoch();
+ item.Description = asset.Description;
+ item.Name = asset.Name;
+ item.AssetType = asset.Type;
- if (DeRezAction.SaveToExistingUserInventoryItem == action)
+ m_Scene.AddInventoryItem(item);
+
+ if (remoteClient != null && item.Owner == remoteClient.AgentId)
{
- m_Scene.InventoryService.UpdateItem(item);
+ remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
- AddPermissions(item, objlist[0], objlist, remoteClient);
-
- item.CreationDate = Util.UnixTimeSinceEpoch();
- item.Description = asset.Description;
- item.Name = asset.Name;
- item.AssetType = asset.Type;
-
- m_Scene.AddInventoryItem(item);
-
- if (remoteClient != null && item.Owner == remoteClient.AgentId)
+ ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
+ if (notifyUser != null)
{
- remoteClient.SendInventoryItemCreateUpdate(item, 0);
- }
- else
- {
- ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
- if (notifyUser != null)
- {
- notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
- }
+ notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
}
-
- // This is a hook to do some per-asset post-processing for subclasses that need that
- ExportAsset(remoteClient.AgentId, assetID);
}
+
+ // This is a hook to do some per-asset post-processing for subclasses that need that
+ ExportAsset(remoteClient.AgentId, assetID);
return assetID;
}
--
cgit v1.1
From e00e518692bd3d123db69dceb98b80d3bdd59156 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 22:24:42 +0100
Subject: add test to ensure that an IAR starts with the control file
---
.../Archiver/InventoryArchiveReadRequest.cs | 21 ++++++++--------
.../Archiver/Tests/InventoryArchiverTests.cs | 29 +++++++++++++++++++++-
2 files changed, 39 insertions(+), 11 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index f3d2f26..9acdc90 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -77,12 +77,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
private Stream m_loadStream;
- ///
- /// FIXME: Do not perform this check since older versions of OpenSim do save the control file after other things
- /// (I thought they weren't). We will need to bump the version number and perform this check on all
- /// subsequent IAR versions only
- ///
- protected bool m_controlFileLoaded = true;
+ public bool ControlFileLoaded { get; private set; }
+
protected bool m_assetsLoaded;
protected bool m_inventoryNodesLoaded;
@@ -131,6 +127,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_userInfo = userInfo;
m_invPath = invPath;
m_loadStream = loadStream;
+
+ // FIXME: Do not perform this check since older versions of OpenSim do save the control file after other things
+ // (I thought they weren't). We will need to bump the version number and perform this check on all
+ // subsequent IAR versions only
+ ControlFileLoaded = true;
}
///
@@ -522,7 +523,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
///
///
- protected void LoadControlFile(string path, byte[] data)
+ public void LoadControlFile(string path, byte[] data)
{
XDocument doc = XDocument.Parse(Encoding.ASCII.GetString(data));
XElement archiveElement = doc.Element("archive");
@@ -538,7 +539,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
majorVersion, MAX_MAJOR_VERSION));
}
- m_controlFileLoaded = true;
+ ControlFileLoaded = true;
m_log.InfoFormat("[INVENTORY ARCHIVER]: Loading IAR with version {0}", version);
}
@@ -550,7 +551,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
protected void LoadInventoryFile(string path, TarArchiveReader.TarEntryType entryType, byte[] data)
{
- if (!m_controlFileLoaded)
+ if (!ControlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
@@ -597,7 +598,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
protected void LoadAssetFile(string path, byte[] data)
{
- if (!m_controlFileLoaded)
+ if (!ControlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index d03f6da..52232a0 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -94,7 +94,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Assert.That(coaObjects[1].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000140")));
Assert.That(coaObjects[1].AbsolutePosition, Is.EqualTo(new Vector3(25, 50, 75)));
- }
+ }
+
+ ///
+ /// Test that the IAR has the required files in the right order.
+ ///
+ ///
+ /// At the moment, the only thing that matters is that the control file is the very first one.
+ ///
+ [Test]
+ public void TestOrder()
+ {
+ TestHelper.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ MemoryStream archiveReadStream = new MemoryStream(m_iarStreamBytes);
+ TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
+ string filePath;
+ TarArchiveReader.TarEntryType tarEntryType;
+
+ byte[] data = tar.ReadEntry(out filePath, out tarEntryType);
+ Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
+
+ InventoryArchiveReadRequest iarr
+ = new InventoryArchiveReadRequest(null, null, null, (Stream)null, false);
+ iarr.LoadControlFile(filePath, data);
+
+ Assert.That(iarr.ControlFileLoaded, Is.True);
+ }
///
/// Test saving a single inventory item to a V0.1 OpenSim Inventory Archive
--
cgit v1.1
From 6600aa2baf56e1f58e50eb5589de876e910131bb Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 22:35:33 +0100
Subject: Add regression test to check that OARs start with the control file.
---
.../Inventory/Archiver/InventoryArchiveReadRequest.cs | 3 +++
.../CoreModules/World/Archiver/ArchiveReadRequest.cs | 9 ++++++++-
.../CoreModules/World/Archiver/Tests/ArchiverTests.cs | 18 ++++++++++--------
3 files changed, 21 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 9acdc90..a12931f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -77,6 +77,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
private Stream m_loadStream;
+ ///
+ /// Has the control file been loaded for this archive?
+ ///
public bool ControlFileLoaded { get; private set; }
protected bool m_assetsLoaded;
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index fd8f546..82bef48 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -57,6 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// bumps here should be compatible.
///
public static int MAX_MAJOR_VERSION = 1;
+
+ ///
+ /// Has the control file been loaded for this archive?
+ ///
+ public bool ControlFileLoaded { get; private set; }
protected Scene m_scene;
protected Stream m_loadStream;
@@ -527,7 +532,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
///
///
- protected void LoadControlFile(string path, byte[] data)
+ public void LoadControlFile(string path, byte[] data)
{
XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
@@ -573,6 +578,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
currentRegionSettings.Save();
+
+ ControlFileLoaded = true;
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index e2760a2..2307c8e 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
@@ -171,7 +171,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
MemoryStream archiveReadStream = new MemoryStream(archive);
TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
- bool gotControlFile = false;
bool gotNcAssetFile = false;
string expectedNcAssetFileName = string.Format("{0}_{1}", ncAssetUuid, "notecard.txt");
@@ -182,15 +181,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
expectedPaths.Add(ArchiveHelpers.CreateObjectPath(sog2));
string filePath;
- TarArchiveReader.TarEntryType tarEntryType;
+ TarArchiveReader.TarEntryType tarEntryType;
+ byte[] data = tar.ReadEntry(out filePath, out tarEntryType);
+ Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
+
+ ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
+ arr.LoadControlFile(filePath, data);
+
+ Assert.That(arr.ControlFileLoaded, Is.True);
+
while (tar.ReadEntry(out filePath, out tarEntryType) != null)
{
- if (ArchiveConstants.CONTROL_FILE_PATH == filePath)
- {
- gotControlFile = true;
- }
- else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
+ if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
@@ -203,7 +206,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
}
}
- Assert.That(gotControlFile, Is.True, "No control file in archive");
Assert.That(gotNcAssetFile, Is.True, "No notecard asset file in archive");
Assert.That(foundPaths, Is.EquivalentTo(expectedPaths));
--
cgit v1.1
From 61096050386c8ec63d8d92c6ac7b183ddaa77c26 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 22:42:36 +0100
Subject: bump oar version number to 0.6.
This commit contains no data changes - the version bump is to establish a version at which the control file must come first in the archive.
---
.../Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
index f2d487e..597b780 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
public static string CreateControlFile(Dictionary options)
{
- int majorVersion = MAX_MAJOR_VERSION, minorVersion = 5;
+ int majorVersion = MAX_MAJOR_VERSION, minorVersion = 6;
//
// if (options.ContainsKey("version"))
// {
--
cgit v1.1
From f5a041d01292adb2b1e650cb9eba0806121d2ddf Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 23:00:41 +0100
Subject: bump default IAR version to 0.2 and 1.1 for the --profile version.
There are no changes in this bump, they just signal a point at which the control file comes first in the archive.
---
.../Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index dc4900f..c039b5a 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -394,12 +394,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (options.ContainsKey("profile"))
{
majorVersion = 1;
- minorVersion = 0;
+ minorVersion = 1;
}
else
{
majorVersion = 0;
- minorVersion = 1;
+ minorVersion = 2;
}
m_log.InfoFormat("[INVENTORY ARCHIVER]: Creating version {0}.{1} IAR", majorVersion, minorVersion);
--
cgit v1.1
From 36c4e94ef739f2d58ff26ae2313e5a930ff02021 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 18 Apr 2011 23:22:04 +0100
Subject: Move mesh on/off swtich from [Startup] to [Mesh] in anticipation of
future config parameters.
Default remains true.
OpenSimDefault.ini changed so if you haven't overriden this switch then you don't need to do anything.
---
OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs | 7 +++----
.../Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs | 7 +++----
.../Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs | 6 ++++++
3 files changed, 12 insertions(+), 8 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
index d2278bc..deec444 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetMeshModule.cs
@@ -66,12 +66,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
- IConfig startupConfig = source.Configs["Startup"];
- if (startupConfig == null)
+ IConfig meshConfig = source.Configs["Mesh"];
+ if (meshConfig == null)
return;
- if (!startupConfig.GetBoolean("ColladaMesh",true))
- m_enabled = false;
+ m_enabled = meshConfig.GetBoolean("ColladaMesh", true);
}
public void AddRegion(Scene pScene)
diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
index fb07cc9..d651cb2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Assets/NewFileAgentInventoryVariablePriceModule.cs
@@ -68,12 +68,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
public void Initialise(IConfigSource source)
{
- IConfig startupConfig = source.Configs["Startup"];
- if (startupConfig == null)
+ IConfig meshConfig = source.Configs["Mesh"];
+ if (meshConfig == null)
return;
- if (!startupConfig.GetBoolean("ColladaMesh",true))
- m_enabled = false;
+ m_enabled = meshConfig.GetBoolean("ColladaMesh", true);
}
public void AddRegion(Scene pScene)
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index a12931f..6b24718 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -82,6 +82,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
public bool ControlFileLoaded { get; private set; }
+ ///
+ /// Do we want to enforce the check. IAR versions before 0.2 and 1.1 do not guarantee this order, so we can't
+ /// enforce.
+ ///
+ public bool EnforceControlFileCheck { get; private set; }
+
protected bool m_assetsLoaded;
protected bool m_inventoryNodesLoaded;
--
cgit v1.1
From 2fa210243b64bb10fbca37f89176f10efeb25f41 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 19 Apr 2011 21:54:26 +0100
Subject: Clean up freeswitch config to what is currently required. Add
explanation to config parameters. Clean up some log messages.
---
.../Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs | 28 ++++++++++++----------
1 file changed, 15 insertions(+), 13 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 7909d8a..962b5ca 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -118,7 +118,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
if (serviceDll == String.Empty)
{
- m_log.Error("[FreeSwitchVoice]: No LocalServiceModule named in section FreeSwitchVoice");
+ m_log.Error("[FreeSwitchVoice]: No LocalServiceModule named in section FreeSwitchVoice. Not starting.");
return;
}
@@ -143,8 +143,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
if (String.IsNullOrEmpty(m_freeSwitchRealm) ||
String.IsNullOrEmpty(m_freeSwitchAPIPrefix))
{
- m_log.Error("[FreeSwitchVoice] plugin mis-configured");
- m_log.Info("[FreeSwitchVoice] plugin disabled: incomplete configuration");
+ m_log.Error("[FreeSwitchVoice]: Freeswitch service mis-configured. Not starting.");
return;
}
@@ -172,16 +171,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
MainServer.Instance.AddHTTPHandler(String.Format("{0}/viv_buddy.php", m_freeSwitchAPIPrefix),
FreeSwitchSLVoiceBuddyHTTPHandler);
- m_log.InfoFormat("[FreeSwitchVoice] using FreeSwitch server {0}", m_freeSwitchRealm);
+ m_log.InfoFormat("[FreeSwitchVoice]: using FreeSwitch server {0}", m_freeSwitchRealm);
m_Enabled = true;
- m_log.Info("[FreeSwitchVoice] plugin enabled");
+ m_log.Info("[FreeSwitchVoice]: plugin enabled");
}
catch (Exception e)
{
- m_log.ErrorFormat("[FreeSwitchVoice] plugin initialization failed: {0}", e.Message);
- m_log.DebugFormat("[FreeSwitchVoice] plugin initialization failed: {0}", e.ToString());
+ m_log.ErrorFormat("[FreeSwitchVoice]: plugin initialization failed: {0} {1}", e.Message, e.StackTrace);
return;
}
@@ -240,7 +238,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
{
if (m_Enabled)
{
- m_log.Info("[FreeSwitchVoice] registering IVoiceModule with the scene");
+ m_log.Info("[FreeSwitchVoice]: registering IVoiceModule with the scene");
// register the voice interface for this module, so the script engine can call us
scene.RegisterModuleInterface(this);
@@ -302,7 +300,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
//
public void OnRegisterCaps(Scene scene, UUID agentID, Caps caps)
{
- m_log.DebugFormat("[FreeSwitchVoice] OnRegisterCaps: agentID {0} caps {1}", agentID, caps);
+ m_log.DebugFormat(
+ "[FreeSwitchVoice]: OnRegisterCaps called with agentID {0} caps {1} in scene {2}",
+ agentID, caps, scene.RegionInfo.RegionName);
string capsBase = "/CAPS/" + caps.CapsObjectPath;
caps.RegisterHandler("ProvisionVoiceAccountRequest",
@@ -558,7 +558,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
{
- m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
+ m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called");
Hashtable response = new Hashtable();
response["content_type"] = "text/xml";
@@ -664,7 +664,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
{
- m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
+ m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called");
// string requestbody = (string)request["body"];
// string uri = (string)request["uri"];
// string contenttype = (string)request["content-type"];
@@ -795,16 +795,18 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
response["keepalive"] = false;
response["int_response_code"] = 500;
- Hashtable requestBody = ParseRequestBody((string) request["body"]);
+ Hashtable requestBody = ParseRequestBody((string)request["body"]);
string section = (string) requestBody["section"];
+
+ m_log.DebugFormat("[FreeSwitchVoice]: Received request for config section {0}", section);
if (section == "directory")
response = m_FreeswitchService.HandleDirectoryRequest(requestBody);
else if (section == "dialplan")
response = m_FreeswitchService.HandleDialplanRequest(requestBody);
else
- m_log.WarnFormat("[FreeSwitchVoice]: section was {0}", section);
+ m_log.WarnFormat("[FreeSwitchVoice]: Unknown section {0} was requested.", section);
return response;
}
--
cgit v1.1
From ccc26f74436f0e3069587efd96497053e4129c3c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 20 Apr 2011 01:02:40 +0100
Subject: Get Viewer 2 voice working with OpenSim.
See http://opensimulator.org/mantis/view.php?id=5336
It turns out that viewer 2 was upset by the lack of a response to viv_watcher.php. This would send it into a continuous login loop.
Viewer 1 was quite happy to ignore the lack of response.
This commit puts in the bare minimum 'OK' message in response to viv_watcher.php. This allows viewer 2 voice to connect and appears to work.
However, at some point we need to fill out the watcher response, whatever that is.
---
.../Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs | 79 ++++++++++++++++++----
1 file changed, 66 insertions(+), 13 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 962b5ca..373ffeb 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -163,13 +163,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
// String.Format("{0}/viv_get_prelogin.php", m_freeSwitchAPIPrefix), FreeSwitchSLVoiceGetPreloginHTTPHandler);
// MainServer.Instance.AddStreamHandler(h);
-
-
MainServer.Instance.AddHTTPHandler(String.Format("{0}/viv_signin.php", m_freeSwitchAPIPrefix),
FreeSwitchSLVoiceSigninHTTPHandler);
MainServer.Instance.AddHTTPHandler(String.Format("{0}/viv_buddy.php", m_freeSwitchAPIPrefix),
FreeSwitchSLVoiceBuddyHTTPHandler);
+
+ MainServer.Instance.AddHTTPHandler(String.Format("{0}/viv_watcher.php", m_freeSwitchAPIPrefix),
+ FreeSwitchSLVoiceWatcherHTTPHandler);
m_log.InfoFormat("[FreeSwitchVoice]: using FreeSwitch server {0}", m_freeSwitchRealm);
@@ -301,7 +302,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public void OnRegisterCaps(Scene scene, UUID agentID, Caps caps)
{
m_log.DebugFormat(
- "[FreeSwitchVoice]: OnRegisterCaps called with agentID {0} caps {1} in scene {2}",
+ "[FreeSwitchVoice]: OnRegisterCaps() called with agentID {0} caps {1} in scene {2}",
agentID, caps, scene.RegionInfo.RegionName);
string capsBase = "/CAPS/" + caps.CapsObjectPath;
@@ -344,6 +345,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public string ProvisionVoiceAccountRequest(Scene scene, string request, string path, string param,
UUID agentID, Caps caps)
{
+ m_log.DebugFormat(
+ "[FreeSwitchVoice][PROVISIONVOICE]: ProvisionVoiceAccountRequest() request: {0}, path: {1}, param: {2}", request, path, param);
+
ScenePresence avatar = scene.GetScenePresence(agentID);
if (avatar == null)
{
@@ -357,9 +361,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
try
{
- //m_log.DebugFormat("[FreeSwitchVoice][PROVISIONVOICE]: request: {0}, path: {1}, param: {2}",
- // request, path, param);
-
//XmlElement resp;
string agentname = "x" + Convert.ToBase64String(agentID.GetBytes());
string password = "1234";//temp hack//new UUID(Guid.NewGuid()).ToString().Replace('-','Z').Substring(0,16);
@@ -416,6 +417,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param,
UUID agentID, Caps caps)
{
+// m_log.DebugFormat(
+// "[FreeSwitchVoice][PARCELVOICE]: ParcelVoiceInfoRequest() on {0} for {1}",
+// scene.RegionInfo.RegionName, agentID);
+
ScenePresence avatar = scene.GetScenePresence(agentID);
string avatarName = avatar.Name;
@@ -502,6 +507,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
m_log.DebugFormat("[FreeSwitchVoice][CHATSESSION]: avatar \"{0}\": request: {1}, path: {2}, param: {3}",
avatarName, request, path, param);
+
return "true";
}
@@ -555,7 +561,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
return response;
}
-
public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
{
m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called");
@@ -592,6 +597,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
public Hashtable FreeSwitchSLVoiceBuddyHTTPHandler(Hashtable request)
{
+ m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceBuddyHTTPHandler called");
+
Hashtable response = new Hashtable();
response["int_response_code"] = 200;
response["str_response_string"] = string.Empty;
@@ -650,18 +657,61 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
A
{3}
- ", ids[i],i,m_freeSwitchRealm,dt));
+ ", ids[i], i ,m_freeSwitchRealm, dt));
}
resp.Append("