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author | MW | 2007-09-08 07:50:31 +0000 |
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committer | MW | 2007-09-08 07:50:31 +0000 |
commit | c29df824c2db40ccdfbaf7ac6f166c578d77db3a (patch) | |
tree | 1e9513d9c5f8d9da48ece5ce796f4d80b5796d82 /OpenSim/Region/Environment | |
parent | added SQLiteAssetData class first pass. This should work, (diff) | |
download | opensim-SC_OLD-c29df824c2db40ccdfbaf7ac6f166c578d77db3a.zip opensim-SC_OLD-c29df824c2db40ccdfbaf7ac6f166c578d77db3a.tar.gz opensim-SC_OLD-c29df824c2db40ccdfbaf7ac6f166c578d77db3a.tar.bz2 opensim-SC_OLD-c29df824c2db40ccdfbaf7ac6f166c578d77db3a.tar.xz |
Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having.
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance.
Some early work to prepare for improving the way clients are updated (about prims etc).
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r-- | OpenSim/Region/Environment/ModuleLoader.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Modules/DynamicTextureModule.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/ScenePresence.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs | 167 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Types/UpdateQueue.cs | 21 |
7 files changed, 211 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/ModuleLoader.cs b/OpenSim/Region/Environment/ModuleLoader.cs index e8e7bc2..be3384b 100644 --- a/OpenSim/Region/Environment/ModuleLoader.cs +++ b/OpenSim/Region/Environment/ModuleLoader.cs | |||
@@ -44,6 +44,9 @@ namespace OpenSim.Region.Environment | |||
44 | LoadedModules.Add(avatarProfiles); | 44 | LoadedModules.Add(avatarProfiles); |
45 | 45 | ||
46 | this.LoadRegionModule("OpenSim.Region.ExtensionsScriptModule.dll", "ExtensionsScriptingModule", scene); | 46 | this.LoadRegionModule("OpenSim.Region.ExtensionsScriptModule.dll", "ExtensionsScriptingModule", scene); |
47 | |||
48 | string lslPath = System.IO.Path.Combine("ScriptEngines", "OpenSim.Region.ScriptEngine.DotNetEngine.dll"); | ||
49 | this.LoadRegionModule(lslPath, "LSLScriptingModule", scene); | ||
47 | } | 50 | } |
48 | 51 | ||
49 | public void LoadDefaultSharedModules(string exceptModules) | 52 | public void LoadDefaultSharedModules(string exceptModules) |
diff --git a/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs b/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs index 9fbd68e..8223919 100644 --- a/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs +++ b/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs | |||
@@ -5,7 +5,6 @@ using System.Threading; | |||
5 | using System.IO; | 5 | using System.IO; |
6 | using System.Collections.Generic; | 6 | using System.Collections.Generic; |
7 | using libsecondlife; | 7 | using libsecondlife; |
8 | using OpenJPEGNet; | ||
9 | using OpenSim.Region.Environment.Scenes; | 8 | using OpenSim.Region.Environment.Scenes; |
10 | using OpenSim.Region.Environment.Interfaces; | 9 | using OpenSim.Region.Environment.Interfaces; |
11 | using OpenSim.Framework.Interfaces; | 10 | using OpenSim.Framework.Interfaces; |
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 4151074..1ce75e0 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -44,6 +44,7 @@ using OpenSim.Framework.Communications.Caches; | |||
44 | using OpenSim.Region.Environment.LandManagement; | 44 | using OpenSim.Region.Environment.LandManagement; |
45 | using OpenSim.Region.Environment; | 45 | using OpenSim.Region.Environment; |
46 | using OpenSim.Region.Environment.Interfaces; | 46 | using OpenSim.Region.Environment.Interfaces; |
47 | using OpenSim.Region.Environment.Types; | ||
47 | using OpenSim.Region.Terrain; | 48 | using OpenSim.Region.Terrain; |
48 | using OpenSim.Framework.Data; | 49 | using OpenSim.Framework.Data; |
49 | using Caps = OpenSim.Region.Capabilities.Caps; | 50 | using Caps = OpenSim.Region.Capabilities.Caps; |
@@ -72,6 +73,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
72 | private int m_timePhase = 24; | 73 | private int m_timePhase = 24; |
73 | private int m_timeUpdateCount; | 74 | private int m_timeUpdateCount; |
74 | 75 | ||
76 | public BasicQuadTreeNode QuadTree; | ||
77 | |||
75 | private Mutex updateLock; | 78 | private Mutex updateLock; |
76 | 79 | ||
77 | protected ModuleLoader m_moduleLoader; | 80 | protected ModuleLoader m_moduleLoader; |
@@ -178,6 +181,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
178 | 181 | ||
179 | m_eventManager.OnPermissionError += SendPermissionAlert; | 182 | m_eventManager.OnPermissionError += SendPermissionAlert; |
180 | 183 | ||
184 | QuadTree = new BasicQuadTreeNode(null, 0, 0, 256, 256); | ||
185 | QuadTree.Subdivide(); | ||
186 | QuadTree.Subdivide(); | ||
187 | |||
181 | MainLog.Instance.Verbose("Creating new entitities instance"); | 188 | MainLog.Instance.Verbose("Creating new entitities instance"); |
182 | Entities = new Dictionary<LLUUID, EntityBase>(); | 189 | Entities = new Dictionary<LLUUID, EntityBase>(); |
183 | Avatars = new Dictionary<LLUUID, ScenePresence>(); | 190 | Avatars = new Dictionary<LLUUID, ScenePresence>(); |
@@ -596,6 +603,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
596 | { | 603 | { |
597 | if (!Entities.ContainsKey(sceneObject.UUID)) | 604 | if (!Entities.ContainsKey(sceneObject.UUID)) |
598 | { | 605 | { |
606 | QuadTree.AddObject(sceneObject); | ||
599 | Entities.Add(sceneObject.UUID, sceneObject); | 607 | Entities.Add(sceneObject.UUID, sceneObject); |
600 | } | 608 | } |
601 | } | 609 | } |
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index dec017e..9e207c8 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -43,6 +43,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
43 | 43 | ||
44 | protected byte[] m_particleSystem = new byte[0]; | 44 | protected byte[] m_particleSystem = new byte[0]; |
45 | 45 | ||
46 | public uint TimeStampFull = 0; | ||
47 | public uint TimeStampTerse = 0; | ||
48 | |||
46 | protected SceneObjectGroup m_parentGroup; | 49 | protected SceneObjectGroup m_parentGroup; |
47 | 50 | ||
48 | /// <summary> | 51 | /// <summary> |
@@ -366,6 +369,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
366 | { | 369 | { |
367 | m_parentGroup.HasChanged = true; | 370 | m_parentGroup.HasChanged = true; |
368 | } | 371 | } |
372 | this.TimeStampFull =(uint) Util.UnixTimeSinceEpoch(); | ||
369 | m_updateFlag = 2; | 373 | m_updateFlag = 2; |
370 | } | 374 | } |
371 | 375 | ||
@@ -380,6 +384,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
380 | { | 384 | { |
381 | m_parentGroup.HasChanged = true; | 385 | m_parentGroup.HasChanged = true; |
382 | } | 386 | } |
387 | this.TimeStampTerse = (uint)Util.UnixTimeSinceEpoch(); | ||
383 | m_updateFlag = 1; | 388 | m_updateFlag = 1; |
384 | } | 389 | } |
385 | } | 390 | } |
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 285c691..7b7c595 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs | |||
@@ -88,11 +88,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
88 | public delegate void SignificantClientMovement(IClientAPI remote_client); | 88 | public delegate void SignificantClientMovement(IClientAPI remote_client); |
89 | public event SignificantClientMovement OnSignificantClientMovement; | 89 | public event SignificantClientMovement OnSignificantClientMovement; |
90 | 90 | ||
91 | public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>(); | ||
92 | |||
91 | // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>(); | 93 | // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>(); |
92 | // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>(); | 94 | // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>(); |
93 | 95 | ||
94 | private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>(); | 96 | private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>(); |
95 | private Queue<SceneObjectPart> m_teserPartUpdates = new Queue<SceneObjectPart>(); | 97 | private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>(); |
96 | 98 | ||
97 | #region Properties | 99 | #region Properties |
98 | /// <summary> | 100 | /// <summary> |
@@ -201,7 +203,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
201 | 203 | ||
202 | public void AddTersePart(SceneObjectPart part) | 204 | public void AddTersePart(SceneObjectPart part) |
203 | { | 205 | { |
204 | m_teserPartUpdates.Enqueue(part); | 206 | m_tersePartUpdates.Enqueue(part); |
205 | } | 207 | } |
206 | 208 | ||
207 | public void AddFullPart(SceneObjectPart part) | 209 | public void AddFullPart(SceneObjectPart part) |
@@ -211,18 +213,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
211 | 213 | ||
212 | public void SendPrimUpdates() | 214 | public void SendPrimUpdates() |
213 | { | 215 | { |
214 | if (m_teserPartUpdates.Count > 0) | 216 | if (m_tersePartUpdates.Count > 0) |
215 | { | 217 | { |
216 | bool terse = true; | 218 | bool terse = true; |
217 | int terseCount = 0; | 219 | int terseCount = 0; |
218 | 220 | ||
219 | while (terse) | 221 | while (terse) |
220 | { | 222 | { |
221 | SceneObjectPart part = m_teserPartUpdates.Dequeue(); | 223 | SceneObjectPart part = m_tersePartUpdates.Dequeue(); |
222 | part.SendTerseUpdate(this.ControllingClient); | 224 | part.SendTerseUpdate(this.ControllingClient); |
223 | terseCount++; | 225 | terseCount++; |
224 | 226 | ||
225 | if ((m_teserPartUpdates.Count < 1) |(terseCount > 30)) | 227 | if ((m_tersePartUpdates.Count < 1) |(terseCount > 30)) |
226 | { | 228 | { |
227 | terse = false; | 229 | terse = false; |
228 | } | 230 | } |
diff --git a/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs b/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs new file mode 100644 index 0000000..c7b0524 --- /dev/null +++ b/OpenSim/Region/Environment/Types/BasicQuadTreeNode.cs | |||
@@ -0,0 +1,167 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using OpenSim.Region.Environment.Scenes; | ||
5 | |||
6 | namespace OpenSim.Region.Environment.Types | ||
7 | { | ||
8 | public class BasicQuadTreeNode | ||
9 | { | ||
10 | private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>(); | ||
11 | private BasicQuadTreeNode[] m_childNodes = null; | ||
12 | private BasicQuadTreeNode m_parent = null; | ||
13 | |||
14 | private short m_leftX; | ||
15 | private short m_leftY; | ||
16 | private short m_width; | ||
17 | private short m_height; | ||
18 | |||
19 | public BasicQuadTreeNode(BasicQuadTreeNode parent, short leftX, short leftY, short width, short height) | ||
20 | { | ||
21 | m_parent = parent; | ||
22 | m_leftX = leftX; | ||
23 | m_leftY = leftY; | ||
24 | m_width = width; | ||
25 | m_height = height; | ||
26 | } | ||
27 | |||
28 | public void AddObject(SceneObjectGroup obj) | ||
29 | { | ||
30 | if (m_childNodes == null) | ||
31 | { | ||
32 | if (!m_objects.Contains(obj)) | ||
33 | { | ||
34 | m_objects.Add(obj); | ||
35 | } | ||
36 | } | ||
37 | else | ||
38 | { | ||
39 | if (obj.AbsolutePosition.X < (m_leftX + (m_width / 2))) | ||
40 | { | ||
41 | if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2))) | ||
42 | { | ||
43 | m_childNodes[0].AddObject(obj); | ||
44 | } | ||
45 | else | ||
46 | { | ||
47 | m_childNodes[2].AddObject(obj); | ||
48 | } | ||
49 | } | ||
50 | else | ||
51 | { | ||
52 | if (obj.AbsolutePosition.Y < (m_leftY + (m_height / 2))) | ||
53 | { | ||
54 | m_childNodes[1].AddObject(obj); | ||
55 | } | ||
56 | else | ||
57 | { | ||
58 | m_childNodes[3].AddObject(obj); | ||
59 | } | ||
60 | } | ||
61 | } | ||
62 | } | ||
63 | |||
64 | public void Subdivide() | ||
65 | { | ||
66 | if (m_childNodes == null) | ||
67 | { | ||
68 | m_childNodes = new BasicQuadTreeNode[4]; | ||
69 | m_childNodes[0] = new BasicQuadTreeNode(this, m_leftX, m_leftY,(short) (m_width / 2), (short)( m_height / 2)); | ||
70 | m_childNodes[1] = new BasicQuadTreeNode(this,(short)( m_leftX + (m_width / 2)), m_leftY,(short)( m_width / 2),(short) (m_height / 2)); | ||
71 | m_childNodes[2] = new BasicQuadTreeNode(this, m_leftX, (short)( m_leftY + (m_height / 2)), (short)(m_width / 2),(short)( m_height / 2)); | ||
72 | m_childNodes[3] = new BasicQuadTreeNode(this, (short)( m_leftX + (m_width / 2)),(short)( m_height + (m_height / 2)),(short)( m_width / 2), (short)(m_height / 2)); | ||
73 | } | ||
74 | else | ||
75 | { | ||
76 | for (int i = 0; i < m_childNodes.Length; i++) | ||
77 | { | ||
78 | m_childNodes[i].Subdivide(); | ||
79 | } | ||
80 | } | ||
81 | } | ||
82 | |||
83 | public List<SceneObjectGroup> GetObjectsFrom(int x, int y) | ||
84 | { | ||
85 | if (m_childNodes == null) | ||
86 | { | ||
87 | return m_objects; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | if (x < (m_leftX + (m_width / 2))) | ||
92 | { | ||
93 | if (y < (m_leftY + (m_height / 2))) | ||
94 | { | ||
95 | return m_childNodes[0].GetObjectsFrom(x, y); | ||
96 | } | ||
97 | else | ||
98 | { | ||
99 | return m_childNodes[2].GetObjectsFrom(x, y); | ||
100 | } | ||
101 | } | ||
102 | else | ||
103 | { | ||
104 | if (y < (m_leftY + (m_height / 2))) | ||
105 | { | ||
106 | return m_childNodes[1].GetObjectsFrom(x, y); | ||
107 | } | ||
108 | else | ||
109 | { | ||
110 | return m_childNodes[3].GetObjectsFrom(x, y); | ||
111 | } | ||
112 | } | ||
113 | } | ||
114 | } | ||
115 | |||
116 | public void Update() | ||
117 | { | ||
118 | if (m_childNodes != null) | ||
119 | { | ||
120 | for (int i = 0; i < 4; i++) | ||
121 | { | ||
122 | m_childNodes[i].Update(); | ||
123 | } | ||
124 | } | ||
125 | else | ||
126 | { | ||
127 | List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>(); | ||
128 | foreach (SceneObjectGroup group in m_objects) | ||
129 | { | ||
130 | if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height)))) | ||
131 | { | ||
132 | //still in bounds | ||
133 | } | ||
134 | else | ||
135 | { | ||
136 | outBounds.Add(group); | ||
137 | } | ||
138 | } | ||
139 | |||
140 | foreach (SceneObjectGroup removee in outBounds) | ||
141 | { | ||
142 | m_objects.Remove(removee); | ||
143 | if (m_parent != null) | ||
144 | { | ||
145 | m_parent.PassUp(removee); | ||
146 | } | ||
147 | } | ||
148 | outBounds.Clear(); | ||
149 | } | ||
150 | } | ||
151 | |||
152 | public void PassUp(SceneObjectGroup group) | ||
153 | { | ||
154 | if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) && ((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height)))) | ||
155 | { | ||
156 | this.AddObject(group); | ||
157 | } | ||
158 | else | ||
159 | { | ||
160 | if (m_parent != null) | ||
161 | { | ||
162 | m_parent.PassUp(group); | ||
163 | } | ||
164 | } | ||
165 | } | ||
166 | } | ||
167 | } | ||
diff --git a/OpenSim/Region/Environment/Types/UpdateQueue.cs b/OpenSim/Region/Environment/Types/UpdateQueue.cs new file mode 100644 index 0000000..d7eb6ee --- /dev/null +++ b/OpenSim/Region/Environment/Types/UpdateQueue.cs | |||
@@ -0,0 +1,21 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using OpenSim.Region.Environment.Scenes; | ||
5 | using libsecondlife; | ||
6 | |||
7 | namespace OpenSim.Region.Environment.Types | ||
8 | { | ||
9 | public class UpdateQueue | ||
10 | { | ||
11 | private Queue<SceneObjectPart> m_queue; | ||
12 | |||
13 | private List<LLUUID> m_ids; | ||
14 | |||
15 | public UpdateQueue() | ||
16 | { | ||
17 | m_queue = new Queue<SceneObjectPart>(); | ||
18 | m_ids = new List<LLUUID>(); | ||
19 | } | ||
20 | } | ||
21 | } | ||