aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes
diff options
context:
space:
mode:
authorTeravus Ovares2008-01-22 08:52:51 +0000
committerTeravus Ovares2008-01-22 08:52:51 +0000
commit5cf96daaf29209e065b852a0eefeb7f5dbd88b48 (patch)
tree34518c3c3609fbe6654a651d6ad357d257f60f26 /OpenSim/Region/Environment/Scenes
parent* Renamed a number of TerrainEngine functions to conform naming standards bet... (diff)
downloadopensim-SC_OLD-5cf96daaf29209e065b852a0eefeb7f5dbd88b48.zip
opensim-SC_OLD-5cf96daaf29209e065b852a0eefeb7f5dbd88b48.tar.gz
opensim-SC_OLD-5cf96daaf29209e065b852a0eefeb7f5dbd88b48.tar.bz2
opensim-SC_OLD-5cf96daaf29209e065b852a0eefeb7f5dbd88b48.tar.xz
* Enabled dead region tracking for ChildAgentDataUpdates
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs30
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs19
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs33
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs58
4 files changed, 105 insertions, 35 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 9aa3f20..6c0ed28 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -537,20 +537,24 @@ namespace OpenSim.Region.Environment.Scenes
537 // the initial update for and what we'll use to limit the 537 // the initial update for and what we'll use to limit the
538 // space we check for new objects on movement. 538 // space we check for new objects on movement.
539 539
540 if (presence.IsChildAgent) 540 if (presence.IsChildAgent && m_parentScene.m_sendTasksToChild)
541 { 541 {
542 //Vector3 avPosition = new Vector3(presence.AbsolutePosition.X,presence.AbsolutePosition.Y,presence.AbsolutePosition.Z); 542 LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
543 //LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition; 543 float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition,oLoc);
544 //Vector3 objPosition = new Vector3(oLoc.X,oLoc.Y,oLoc.Z); 544
545 //float distResult = Vector3Distance(avPosition, objPosition); 545 //MainLog.Instance.Verbose("DISTANCE", distResult.ToString());
546 //if (distResult > 512) 546
547 //{ 547 if (distResult > 60)
548 //int x = 0; 548 {
549 //} 549 int x = 0;
550 //if (distResult < presence.DrawDistance) 550 }
551 //{ 551 if (distResult < presence.DrawDistance)
552 ((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence); 552 {
553 //} 553 // Send Only if we don't already know about it.
554 // KnownPrim also makes the prim known when called.
555 if (!presence.KnownPrim(((SceneObjectGroup) ent).UUID))
556 ((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
557 }
554 } 558 }
555 else 559 else
556 { 560 {
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 64b9abb..f32de2e 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1391,6 +1391,8 @@ namespace OpenSim.Region.Environment.Scenes
1391 m_sceneGridService.OnCloseAgentConnection += CloseConnection; 1391 m_sceneGridService.OnCloseAgentConnection += CloseConnection;
1392 m_sceneGridService.OnRegionUp += OtherRegionUp; 1392 m_sceneGridService.OnRegionUp += OtherRegionUp;
1393 m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 1393 m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
1394
1395
1394 1396
1395 1397
1396 1398
@@ -1492,19 +1494,25 @@ namespace OpenSim.Region.Environment.Scenes
1492 public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData) 1494 public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
1493 { 1495 {
1494 ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID)); 1496 ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID));
1495 if (!(childAgentUpdate.Equals(null))) 1497 if (childAgentUpdate != null)
1496 { 1498 {
1497 // I can't imagine *yet* why we would get an update if the agent is a root agent.. 1499 // I can't imagine *yet* why we would get an update if the agent is a root agent..
1498 // however to avoid a race condition crossing borders.. 1500 // however to avoid a race condition crossing borders..
1499 if (childAgentUpdate.IsChildAgent) 1501 if (childAgentUpdate.IsChildAgent)
1500 { 1502 {
1503 uint rRegionX = (uint)(cAgentData.regionHandle >> 40);
1504 uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8);
1505 uint tRegionX = RegionInfo.RegionLocX;
1506 uint tRegionY = RegionInfo.RegionLocY;
1501 //Send Data to ScenePresence 1507 //Send Data to ScenePresence
1502 childAgentUpdate.ChildAgentDataUpdate(cAgentData); 1508 childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
1503 // Not Implemented: 1509 // Not Implemented:
1504 //TODO: Do we need to pass the message on to one of our neighbors? 1510 //TODO: Do we need to pass the message on to one of our neighbors?
1511
1505 } 1512 }
1513 return true;
1506 } 1514 }
1507 return true; 1515 return false;
1508 } 1516 }
1509 1517
1510 /// <summary> 1518 /// <summary>
@@ -1614,6 +1622,11 @@ namespace OpenSim.Region.Environment.Scenes
1614 return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying); 1622 return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
1615 } 1623 }
1616 1624
1625 public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence)
1626 {
1627 m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
1628 }
1629
1617 #endregion 1630 #endregion
1618 1631
1619 #region Module Methods 1632 #region Module Methods
diff --git a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
index a9c2c2f..805b44c 100644
--- a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
@@ -332,7 +332,7 @@ namespace OpenSim.Region.Environment.Scenes
332 //bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region)); 332 //bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
333 } 333 }
334 334
335 public delegate void SendChildAgentDataUpdateDelegate(ulong regionHandle, ChildAgentDataUpdate cAgentData); 335 public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
336 336
337 /// <summary> 337 /// <summary>
338 /// This informs all neighboring regions about the settings of it's child agent. 338 /// This informs all neighboring regions about the settings of it's child agent.
@@ -341,18 +341,22 @@ namespace OpenSim.Region.Environment.Scenes
341 /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. 341 /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
342 /// 342 ///
343 /// </summary> 343 /// </summary>
344 private void SendChildAgentDataUpdateAsync(ulong regionHandle, ChildAgentDataUpdate cAgentData) 344 private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
345 { 345 {
346 MainLog.Instance.Notice("INTERGRID", "Informing a neighbor about my agent."); 346 //MainLog.Instance.Notice("INTERGRID", "Informing neighbors about my agent.");
347 bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
348 347
349 if (regionAccepted) 348 foreach (ulong regionHandle in presence.KnownChildRegions)
350 {
351 MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
352 }
353 else
354 { 349 {
355 MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent"); 350 bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
351
352 if (regionAccepted)
353 {
354 //MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
355 }
356 else
357 {
358 //MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent");
359 }
356 } 360 }
357 } 361 }
358 362
@@ -362,11 +366,11 @@ namespace OpenSim.Region.Environment.Scenes
362 icon.EndInvoke(iar); 366 icon.EndInvoke(iar);
363 } 367 }
364 368
365 public void SendChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData) 369 public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence)
366 { 370 {
367 // This assumes that we know what our neighbors are. 371 // This assumes that we know what our neighbors are.
368 SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; 372 SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
369 d.BeginInvoke(regionHandle, cAgentData, 373 d.BeginInvoke(cAgentData,presence,
370 SendChildAgentDataUpdateCompleted, 374 SendChildAgentDataUpdateCompleted,
371 d); 375 d);
372 } 376 }
@@ -374,11 +378,8 @@ namespace OpenSim.Region.Environment.Scenes
374 public delegate void SendCloseChildAgentDelegate( ScenePresence presence); 378 public delegate void SendCloseChildAgentDelegate( ScenePresence presence);
375 379
376 /// <summary> 380 /// <summary>
377 /// This informs all neighboring regions about the settings of it's child agent. 381 /// This Closes child agents on neighboring regions
378 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 382 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
379 ///
380 /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
381 ///
382 /// </summary> 383 /// </summary>
383 private void SendCloseChildAgentAsync(ScenePresence presence) 384 private void SendCloseChildAgentAsync(ScenePresence presence)
384 { 385 {
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index c8310e4..f37b38b 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -55,6 +55,7 @@ namespace OpenSim.Region.Environment.Scenes
55 private LLVector3 m_requestedSitOffset = new LLVector3(); 55 private LLVector3 m_requestedSitOffset = new LLVector3();
56 private float m_sitAvatarHeight = 2.0f; 56 private float m_sitAvatarHeight = 2.0f;
57 private float m_godlevel = 0; 57 private float m_godlevel = 0;
58 private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3();
58 59
59 private int m_perfMonMS = 0; 60 private int m_perfMonMS = 0;
60 61
@@ -90,6 +91,8 @@ namespace OpenSim.Region.Environment.Scenes
90 private LLQuaternion m_headrotation = new LLQuaternion(); 91 private LLQuaternion m_headrotation = new LLQuaternion();
91 private byte m_state = (byte) 0; 92 private byte m_state = (byte) 0;
92 93
94 private List<LLUUID> m_knownPrimUUID = new List<LLUUID>();
95
93 // Agent's Draw distance. 96 // Agent's Draw distance.
94 protected float m_DrawDistance = 0f; 97 protected float m_DrawDistance = 0f;
95 98
@@ -136,6 +139,17 @@ namespace OpenSim.Region.Environment.Scenes
136 get { return m_physicsActor; } 139 get { return m_physicsActor; }
137 } 140 }
138 141
142 public bool KnownPrim(LLUUID primID)
143 {
144 if (m_knownPrimUUID.Contains(primID))
145 {
146 return true;
147 }
148 m_knownPrimUUID.Add(primID);
149 return false;
150 }
151
152
139 public bool Updated 153 public bool Updated
140 { 154 {
141 set { m_updateflag = value; } 155 set { m_updateflag = value; }
@@ -499,7 +513,7 @@ namespace OpenSim.Region.Environment.Scenes
499 m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid); 513 m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
500 //if (!m_gotAllObjectsInScene) 514 //if (!m_gotAllObjectsInScene)
501 //{ 515 //{
502 //m_scene.SendAllSceneObjectsToClient(this); 516 m_scene.SendAllSceneObjectsToClient(this);
503 //m_gotAllObjectsInScene = true; 517 //m_gotAllObjectsInScene = true;
504 //} 518 //}
505 } 519 }
@@ -1408,6 +1422,29 @@ namespace OpenSim.Region.Environment.Scenes
1408 m_scene.NotifyMyCoarseLocationChange(); 1422 m_scene.NotifyMyCoarseLocationChange();
1409 } 1423 }
1410 } 1424 }
1425
1426 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
1427 if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32)
1428 {
1429 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
1430 cadu.ActiveGroupID=LLUUID.Zero.UUID;
1431 cadu.AgentID = UUID.UUID;
1432 cadu.alwaysrun = m_setAlwaysRun;
1433 cadu.AVHeight = m_avHeight;
1434 LLVector3 tempCameraCenter = new LLVector3(m_CameraCenter.x, m_CameraCenter.y, m_CameraCenter.z);
1435 cadu.cameraPosition = new sLLVector3(tempCameraCenter);
1436 cadu.drawdistance = m_DrawDistance;
1437 cadu.godlevel = m_godlevel;
1438 cadu.GroupAccess = 0;
1439 cadu.Position = new sLLVector3(AbsolutePosition);
1440 cadu.regionHandle = m_scene.RegionInfo.RegionHandle;
1441 cadu.throttles = ControllingClient.GetThrottlesPacked(1f);
1442 cadu.Velocity = new sLLVector3(Velocity);
1443 m_scene.SendOutChildAgentUpdates(cadu,this);
1444 m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
1445 m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
1446 m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
1447 }
1411 } 1448 }
1412 1449
1413 #endregion 1450 #endregion
@@ -1532,15 +1569,30 @@ namespace OpenSim.Region.Environment.Scenes
1532 /// This updates important decision making data about a child agent 1569 /// This updates important decision making data about a child agent
1533 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 1570 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
1534 /// </summary> 1571 /// </summary>
1535 public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData) 1572 public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
1536 { 1573 {
1537 // 1574 //
1575 int shiftx = ((int)rRegionX - (int)tRegionX) * 256;
1576 int shifty = ((int)rRegionY - (int)tRegionY) * 256;
1577
1538 m_DrawDistance = cAgentData.drawdistance; 1578 m_DrawDistance = cAgentData.drawdistance;
1539 m_pos = new LLVector3(cAgentData.Position.x, cAgentData.Position.y, cAgentData.Position.z); 1579 m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z);
1580
1581 // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
1540 m_CameraCenter = 1582 m_CameraCenter =
1541 new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z); 1583 new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
1584
1585
1542 m_godlevel = cAgentData.godlevel; 1586 m_godlevel = cAgentData.godlevel;
1587 SetHeight(cAgentData.AVHeight);
1588
1543 ControllingClient.SetChildAgentThrottle(cAgentData.throttles); 1589 ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
1590
1591
1592
1593 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
1594 if (m_scene.m_sendTasksToChild)
1595 m_scene.SendAllSceneObjectsToClient(this);
1544 //cAgentData.AVHeight; 1596 //cAgentData.AVHeight;
1545 //cAgentData.regionHandle; 1597 //cAgentData.regionHandle;
1546 //m_velocity = cAgentData.Velocity; 1598 //m_velocity = cAgentData.Velocity;