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authorJohn Hurliman2010-09-11 23:41:48 -0700
committerJohn Hurliman2010-09-11 23:41:48 -0700
commit007912d6f4810192853c4aeee5f9834de748f2b2 (patch)
treeb9168cd2d43458e2c1ed7c4c28b2e88f6ecc5cb9
parentChanged all string references of "IRegionDataStore" to "ISimulationDataStore" (diff)
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Shuffling fields and properties around in Scene to make Scene.cs more readable
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs262
1 files changed, 124 insertions, 138 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6fa78e0..46b84bb 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -57,55 +57,21 @@ namespace OpenSim.Region.Framework.Scenes
57 57
58 public partial class Scene : SceneBase 58 public partial class Scene : SceneBase
59 { 59 {
60 public delegate void SynchronizeSceneHandler(Scene scene);
61 public SynchronizeSceneHandler SynchronizeScene = null;
62
63 /* Used by the loadbalancer plugin on GForge */
64 protected int m_splitRegionID = 0;
65 public int SplitRegionID
66 {
67 get { return m_splitRegionID; }
68 set { m_splitRegionID = value; }
69 }
70
71 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; 60 private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
72 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; 61 private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
73 62
74 #region Fields 63 public delegate void SynchronizeSceneHandler(Scene scene);
75 64
76 protected Timer m_restartWaitTimer = new Timer(); 65 #region Fields
77 66
67 public SynchronizeSceneHandler SynchronizeScene;
78 public SimStatsReporter StatsReporter; 68 public SimStatsReporter StatsReporter;
79
80 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
81 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
82
83 private volatile int m_bordersLocked = 0;
84 public bool BordersLocked
85 {
86 get { return m_bordersLocked == 1; }
87 set
88 {
89 if (value == true)
90 m_bordersLocked = 1;
91 else
92 m_bordersLocked = 0;
93 }
94 }
95 public List<Border> NorthBorders = new List<Border>(); 69 public List<Border> NorthBorders = new List<Border>();
96 public List<Border> EastBorders = new List<Border>(); 70 public List<Border> EastBorders = new List<Border>();
97 public List<Border> SouthBorders = new List<Border>(); 71 public List<Border> SouthBorders = new List<Border>();
98 public List<Border> WestBorders = new List<Border>(); 72 public List<Border> WestBorders = new List<Border>();
99 73
100 /// <value> 74 /// <summary>Are we applying physics to any of the prims in this scene?</summary>
101 /// The scene graph for this scene
102 /// </value>
103 /// TODO: Possibly stop other classes being able to manipulate this directly.
104 private SceneGraph m_sceneGraph;
105
106 /// <summary>
107 /// Are we applying physics to any of the prims in this scene?
108 /// </summary>
109 public bool m_physicalPrim; 75 public bool m_physicalPrim;
110 public float m_maxNonphys = 256; 76 public float m_maxNonphys = 256;
111 public float m_maxPhys = 10; 77 public float m_maxPhys = 10;
@@ -119,24 +85,127 @@ namespace OpenSim.Region.Framework.Scenes
119 // root agents when ACL denies access to root agent 85 // root agents when ACL denies access to root agent
120 public bool m_strictAccessControl = true; 86 public bool m_strictAccessControl = true;
121 public int MaxUndoCount = 5; 87 public int MaxUndoCount = 5;
88 public bool LoginsDisabled = true;
89 public bool LoadingPrims;
90 public IXfer XferManager;
91
92 // the minimum time that must elapse before a changed object will be considered for persisted
93 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
94 // the maximum time that must elapse before a changed object will be considered for persisted
95 public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
96
97 protected int m_splitRegionID;
98 protected Timer m_restartWaitTimer = new Timer();
99 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
100 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
101 protected string m_simulatorVersion = "OpenSimulator Server";
102 protected ModuleLoader m_moduleLoader;
103 protected StorageManager m_storageManager;
104 protected AgentCircuitManager m_authenticateHandler;
105 protected SceneCommunicationService m_sceneGridService;
106
107 protected IAssetService m_AssetService;
108 protected IAuthorizationService m_AuthorizationService;
109 protected IInventoryService m_InventoryService;
110 protected IGridService m_GridService;
111 protected ILibraryService m_LibraryService;
112 protected ISimulationService m_simulationService;
113 protected IAuthenticationService m_AuthenticationService;
114 protected IPresenceService m_PresenceService;
115 protected IUserAccountService m_UserAccountService;
116 protected IAvatarService m_AvatarService;
117 protected IGridUserService m_GridUserService;
118
119 protected IXMLRPC m_xmlrpcModule;
120 protected IWorldComm m_worldCommModule;
121 protected IAvatarFactory m_AvatarFactory;
122 protected IConfigSource m_config;
123 protected IRegionSerialiserModule m_serialiser;
124 protected IDialogModule m_dialogModule;
125 protected IEntityTransferModule m_teleportModule;
126 protected ICapabilitiesModule m_capsModule;
127 // Central Update Loop
128 protected int m_fps = 10;
129 protected uint m_frame;
130 protected float m_timespan = 0.089f;
131 protected DateTime m_lastupdate = DateTime.UtcNow;
132
133 // TODO: Possibly stop other classes being able to manipulate this directly.
134 private SceneGraph m_sceneGraph;
135 private volatile int m_bordersLocked;
122 private int m_RestartTimerCounter; 136 private int m_RestartTimerCounter;
123 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 137 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
124 private int m_incrementsof15seconds; 138 private int m_incrementsof15seconds;
125 private volatile bool m_backingup; 139 private volatile bool m_backingup;
126
127 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 140 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
128 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 141 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
142 private Object m_heartbeatLock = new Object();
129 143
130 protected string m_simulatorVersion = "OpenSimulator Server"; 144 private int m_update_physics = 1;
145 private int m_update_entitymovement = 1;
146 private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
147 private int m_update_presences = 1; // Update scene presence movements
148 private int m_update_events = 1;
149 private int m_update_backup = 200;
150 private int m_update_terrain = 50;
151 private int m_update_land = 1;
152 private int m_update_coarse_locations = 50;
131 153
132 protected ModuleLoader m_moduleLoader; 154 private int frameMS;
133 protected StorageManager m_storageManager; 155 private int physicsMS2;
134 protected AgentCircuitManager m_authenticateHandler; 156 private int physicsMS;
157 private int otherMS;
158 private int tempOnRezMS;
159 private int eventMS;
160 private int backupMS;
161 private int terrainMS;
162 private int landMS;
163 private int lastCompletedFrame;
135 164
136 protected SceneCommunicationService m_sceneGridService; 165 private bool m_physics_enabled = true;
137 public bool LoginsDisabled = true; 166 private bool m_scripts_enabled = true;
138 public bool LoadingPrims = false; 167 private string m_defaultScriptEngine;
168 private int m_LastLogin;
169 private Thread HeartbeatThread;
170 private volatile bool shuttingdown;
171
172 private int m_lastUpdate;
173 private bool m_firstHeartbeat = true;
139 174
175 private object m_deleting_scene_object = new object();
176
177 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
178 private bool m_reprioritizationEnabled = true;
179 private double m_reprioritizationInterval = 5000.0;
180 private double m_rootReprioritizationDistance = 10.0;
181 private double m_childReprioritizationDistance = 20.0;
182
183 private Timer m_mapGenerationTimer = new Timer();
184 private bool m_generateMaptiles;
185
186 #endregion Fields
187
188 #region Properties
189
190 /* Used by the loadbalancer plugin on GForge */
191 public int SplitRegionID
192 {
193 get { return m_splitRegionID; }
194 set { m_splitRegionID = value; }
195 }
196
197 public bool BordersLocked
198 {
199 get { return m_bordersLocked == 1; }
200 set
201 {
202 if (value == true)
203 m_bordersLocked = 1;
204 else
205 m_bordersLocked = 0;
206 }
207 }
208
140 public new float TimeDilation 209 public new float TimeDilation
141 { 210 {
142 get { return m_sceneGraph.PhysicsScene.TimeDilation; } 211 get { return m_sceneGraph.PhysicsScene.TimeDilation; }
@@ -147,13 +216,6 @@ namespace OpenSim.Region.Framework.Scenes
147 get { return m_sceneGridService; } 216 get { return m_sceneGridService; }
148 } 217 }
149 218
150 public IXfer XferManager;
151
152 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService;
154
155 private Object m_heartbeatLock = new Object();
156
157 public IAssetService AssetService 219 public IAssetService AssetService
158 { 220 {
159 get 221 get
@@ -191,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes
191 } 253 }
192 } 254 }
193 255
194 protected IInventoryService m_InventoryService;
195
196 public IInventoryService InventoryService 256 public IInventoryService InventoryService
197 { 257 {
198 get 258 get
@@ -211,8 +271,6 @@ namespace OpenSim.Region.Framework.Scenes
211 } 271 }
212 } 272 }
213 273
214 protected IGridService m_GridService;
215
216 public IGridService GridService 274 public IGridService GridService
217 { 275 {
218 get 276 get
@@ -231,8 +289,6 @@ namespace OpenSim.Region.Framework.Scenes
231 } 289 }
232 } 290 }
233 291
234 protected ILibraryService m_LibraryService;
235
236 public ILibraryService LibraryService 292 public ILibraryService LibraryService
237 { 293 {
238 get 294 get
@@ -244,7 +300,6 @@ namespace OpenSim.Region.Framework.Scenes
244 } 300 }
245 } 301 }
246 302
247 protected ISimulationService m_simulationService;
248 public ISimulationService SimulationService 303 public ISimulationService SimulationService
249 { 304 {
250 get 305 get
@@ -255,7 +310,6 @@ namespace OpenSim.Region.Framework.Scenes
255 } 310 }
256 } 311 }
257 312
258 protected IAuthenticationService m_AuthenticationService;
259 public IAuthenticationService AuthenticationService 313 public IAuthenticationService AuthenticationService
260 { 314 {
261 get 315 get
@@ -266,7 +320,6 @@ namespace OpenSim.Region.Framework.Scenes
266 } 320 }
267 } 321 }
268 322
269 protected IPresenceService m_PresenceService;
270 public IPresenceService PresenceService 323 public IPresenceService PresenceService
271 { 324 {
272 get 325 get
@@ -276,7 +329,7 @@ namespace OpenSim.Region.Framework.Scenes
276 return m_PresenceService; 329 return m_PresenceService;
277 } 330 }
278 } 331 }
279 protected IUserAccountService m_UserAccountService; 332
280 public IUserAccountService UserAccountService 333 public IUserAccountService UserAccountService
281 { 334 {
282 get 335 get
@@ -287,8 +340,7 @@ namespace OpenSim.Region.Framework.Scenes
287 } 340 }
288 } 341 }
289 342
290 protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService; 343 public IAvatarService AvatarService
291 public OpenSim.Services.Interfaces.IAvatarService AvatarService
292 { 344 {
293 get 345 get
294 { 346 {
@@ -298,7 +350,6 @@ namespace OpenSim.Region.Framework.Scenes
298 } 350 }
299 } 351 }
300 352
301 protected IGridUserService m_GridUserService;
302 public IGridUserService GridUserService 353 public IGridUserService GridUserService
303 { 354 {
304 get 355 get
@@ -309,58 +360,18 @@ namespace OpenSim.Region.Framework.Scenes
309 } 360 }
310 } 361 }
311 362
312 protected IXMLRPC m_xmlrpcModule;
313 protected IWorldComm m_worldCommModule;
314 public IAttachmentsModule AttachmentsModule { get; set; } 363 public IAttachmentsModule AttachmentsModule { get; set; }
315 protected IAvatarFactory m_AvatarFactory; 364
316 public IAvatarFactory AvatarFactory 365 public IAvatarFactory AvatarFactory
317 { 366 {
318 get { return m_AvatarFactory; } 367 get { return m_AvatarFactory; }
319 } 368 }
320 protected IConfigSource m_config;
321 protected IRegionSerialiserModule m_serialiser;
322 protected IDialogModule m_dialogModule;
323 protected IEntityTransferModule m_teleportModule;
324 369
325 protected ICapabilitiesModule m_capsModule;
326 public ICapabilitiesModule CapsModule 370 public ICapabilitiesModule CapsModule
327 { 371 {
328 get { return m_capsModule; } 372 get { return m_capsModule; }
329 } 373 }
330 374
331 protected override IConfigSource GetConfig()
332 {
333 return m_config;
334 }
335
336 // Central Update Loop
337
338 protected int m_fps = 10;
339 protected uint m_frame;
340 protected float m_timespan = 0.089f;
341 protected DateTime m_lastupdate = DateTime.UtcNow;
342
343 private int m_update_physics = 1;
344 private int m_update_entitymovement = 1;
345 private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
346 private int m_update_presences = 1; // Update scene presence movements
347 private int m_update_events = 1;
348 private int m_update_backup = 200;
349 private int m_update_terrain = 50;
350 private int m_update_land = 1;
351 private int m_update_coarse_locations = 50;
352
353 private int frameMS;
354 private int physicsMS2;
355 private int physicsMS;
356 private int otherMS;
357 private int tempOnRezMS;
358 private int eventMS;
359 private int backupMS;
360 private int terrainMS;
361 private int landMS;
362 private int lastCompletedFrame;
363
364 public int MonitorFrameTime { get { return frameMS; } } 375 public int MonitorFrameTime { get { return frameMS; } }
365 public int MonitorPhysicsUpdateTime { get { return physicsMS; } } 376 public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
366 public int MonitorPhysicsSyncTime { get { return physicsMS2; } } 377 public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
@@ -372,36 +383,6 @@ namespace OpenSim.Region.Framework.Scenes
372 public int MonitorLandTime { get { return landMS; } } 383 public int MonitorLandTime { get { return landMS; } }
373 public int MonitorLastFrameTick { get { return lastCompletedFrame; } } 384 public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
374 385
375 private bool m_physics_enabled = true;
376 private bool m_scripts_enabled = true;
377 private string m_defaultScriptEngine;
378 private int m_LastLogin;
379 private Thread HeartbeatThread;
380 private volatile bool shuttingdown;
381
382 private int m_lastUpdate;
383 private bool m_firstHeartbeat = true;
384
385 private object m_deleting_scene_object = new object();
386
387 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
389 // the maximum time that must elapse before a changed object will be considered for persisted
390 public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
391
392 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
393 private bool m_reprioritizationEnabled = true;
394 private double m_reprioritizationInterval = 5000.0;
395 private double m_rootReprioritizationDistance = 10.0;
396 private double m_childReprioritizationDistance = 20.0;
397
398 private Timer m_mapGenerationTimer = new Timer();
399 bool m_generateMaptiles = false;
400
401 #endregion
402
403 #region Properties
404
405 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } } 386 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
406 public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } 387 public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
407 public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } 388 public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
@@ -481,7 +462,7 @@ namespace OpenSim.Region.Framework.Scenes
481 set { m_sceneGraph.RestorePresences = value; } 462 set { m_sceneGraph.RestorePresences = value; }
482 } 463 }
483 464
484 #endregion 465 #endregion Properties
485 466
486 #region Constructors 467 #region Constructors
487 468
@@ -3954,6 +3935,11 @@ namespace OpenSim.Region.Framework.Scenes
3954 3935
3955 #region Other Methods 3936 #region Other Methods
3956 3937
3938 protected override IConfigSource GetConfig()
3939 {
3940 return m_config;
3941 }
3942
3957 #endregion 3943 #endregion
3958 3944
3959 public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) 3945 public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)