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authorDan Lake2010-03-19 05:51:16 -0700
committerJohn Hurliman2010-03-19 15:16:35 -0700
commit859bc717a4fe4cd5810ad9889cfb9b1e7f5c2046 (patch)
treedcce6c74d201b52c1a04ec9ec2cb90ce068fc020 /OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins
parentInconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminati... (diff)
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Cleaned up access to scenepresences in scenegraph. GetScenePresences and GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs93
1 files changed, 36 insertions, 57 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 829fbb7..6cbf260 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -404,70 +404,40 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
404 404
405 private List<SensedEntity> doAgentSensor(SenseRepeatClass ts) 405 private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
406 { 406 {
407 List<ScenePresence> presences;
408 List<SensedEntity> sensedEntities = new List<SensedEntity>(); 407 List<SensedEntity> sensedEntities = new List<SensedEntity>();
409 408
410 // If this is an avatar sense by key try to get them directly
411 // rather than getting a list to scan through
412 if (ts.keyID != UUID.Zero)
413 {
414 ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID);
415 if (p == null)
416 return sensedEntities;
417 presences = new List<ScenePresence>();
418 presences.Add(p);
419 }
420 else
421 {
422 presences = new List<ScenePresence>(m_CmdManager.m_ScriptEngine.World.GetScenePresences());
423 }
424
425 // If nobody about quit fast 409 // If nobody about quit fast
426 if (presences.Count == 0) 410 if(m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0)
427 return sensedEntities; 411 return sensedEntities;
428 412
429 SceneObjectPart SensePoint = ts.host; 413 SceneObjectPart SensePoint = ts.host;
430
431 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 414 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
432
433 Quaternion q = SensePoint.RotationOffset; 415 Quaternion q = SensePoint.RotationOffset;
434 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 416 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
435 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 417 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
436 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 418 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
437
438 bool attached = (SensePoint.AttachmentPoint != 0); 419 bool attached = (SensePoint.AttachmentPoint != 0);
439 bool nameSearch = (ts.name != null && ts.name != "");
440 Vector3 toRegionPos; 420 Vector3 toRegionPos;
441 double dis; 421 double dis;
442 422
443 for (int i = 0; i < presences.Count; i++) 423 Action<ScenePresence> senseEntity = new Action<ScenePresence>(delegate(ScenePresence presence)
444 { 424 {
445 ScenePresence presence = presences[i]; 425 if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)
446 bool keep = true; 426 return;
427
428 // if the object the script is in is attached and the avatar is the owner
429 // then this one is not wanted
430 if (attached && presence.UUID == SensePoint.OwnerID)
431 return;
447 432
448 if (presence.IsDeleted)
449 continue;
450
451 if (presence.IsChildAgent)
452 keep = false;
453 toRegionPos = presence.AbsolutePosition; 433 toRegionPos = presence.AbsolutePosition;
454
455 dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); 434 dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
456 435
457 // are they in range 436 // are they in range
458 if (keep && dis <= ts.range) 437 if (dis <= ts.range)
459 { 438 {
460 // if the object the script is in is attached and the avatar is the owner
461 // then this one is not wanted
462 if (attached && presence.UUID == SensePoint.OwnerID)
463 keep = false;
464
465 // check the name if needed
466 if (keep && nameSearch && ts.name != presence.Name)
467 keep = false;
468
469 // Are they in the required angle of view 439 // Are they in the required angle of view
470 if (keep && ts.arc < Math.PI) 440 if (ts.arc < Math.PI)
471 { 441 {
472 // not omni-directional. Can you see it ? 442 // not omni-directional. Can you see it ?
473 // vec forward_dir = llRot2Fwd(llGetRot()) 443 // vec forward_dir = llRot2Fwd(llGetRot())
@@ -488,26 +458,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
488 catch 458 catch
489 { 459 {
490 } 460 }
491 if (ang_obj > ts.arc) keep = false; 461 if (ang_obj <= ts.arc)
462 {
463 sensedEntities.Add(new SensedEntity(dis, presence.UUID));
464 }
492 } 465 }
493 } 466 }
494 else 467 });
495 {
496 keep = false;
497 }
498 468
499 // Do not report gods, not even minor ones 469 // If this is an avatar sense by key try to get them directly
500 if (keep && presence.GodLevel > 0.0) 470 // rather than getting a list to scan through
501 keep = false; 471 if (ts.keyID != UUID.Zero)
502 472 {
503 if (keep) // add to list with distance 473 ScenePresence sp;
504 { 474 // Try direct lookup by UUID
505 sensedEntities.Add(new SensedEntity(dis, presence.UUID)); 475 if(!m_CmdManager.m_ScriptEngine.World.TryGetAvatar(ts.keyID, out sp))
506 }
507
508 // If this is a search by name and we have just found it then no more to do
509 if (nameSearch && ts.name == presence.Name)
510 return sensedEntities; 476 return sensedEntities;
477 senseEntity(sp);
478 }
479 else if (ts.name != null && ts.name != "")
480 {
481 ScenePresence sp;
482 // Try lookup by name will return if/when found
483 if (!m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp))
484 return sensedEntities;
485 senseEntity(sp);
486 }
487 else
488 {
489 m_CmdManager.m_ScriptEngine.World.ForEachScenePresence(senseEntity);
511 } 490 }
512 return sensedEntities; 491 return sensedEntities;
513 } 492 }