diff options
author | Melanie | 2011-04-12 00:27:39 +0100 |
---|---|---|
committer | Melanie | 2011-04-12 00:27:39 +0100 |
commit | 42b96a8be0e6cc754776058071fb60782ec05023 (patch) | |
tree | f5e3f8e4b4e5c27ee5f83c5c3e9f2aae5bcf7e11 /OpenSim/Region | |
parent | Merge branch 'master' into careminster-presence-refactor (diff) | |
parent | minor: add a bit more method doc to IInventoryService.GetItem() (diff) | |
download | opensim-SC_OLD-42b96a8be0e6cc754776058071fb60782ec05023.zip opensim-SC_OLD-42b96a8be0e6cc754776058071fb60782ec05023.tar.gz opensim-SC_OLD-42b96a8be0e6cc754776058071fb60782ec05023.tar.bz2 opensim-SC_OLD-42b96a8be0e6cc754776058071fb60782ec05023.tar.xz |
Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Application/OpenSim.cs | 18 | ||||
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 597 | ||||
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs | 245 | ||||
-rw-r--r-- | OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | 42 | ||||
-rw-r--r-- | OpenSim/Region/Framework/ModuleLoader.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 264 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 |
8 files changed, 677 insertions, 510 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 3f4ee59..14f670d 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs | |||
@@ -341,10 +341,15 @@ namespace OpenSim | |||
341 | 341 | ||
342 | m_console.Commands.AddCommand("region", false, "config get", | 342 | m_console.Commands.AddCommand("region", false, "config get", |
343 | "config get [<section>] [<key>]", | 343 | "config get [<section>] [<key>]", |
344 | "Show a config option", | 344 | "Synonym for config show", |
345 | HandleConfig); | ||
346 | |||
347 | m_console.Commands.AddCommand("region", false, "config show", | ||
348 | "config show [<section>] [<key>]", | ||
349 | "Show config information", | ||
345 | "If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine | 350 | "If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine |
346 | + "If a section is given but not a field, then all fields in that section are printed.", | 351 | + "If a section is given but not a field, then all fields in that section are printed.", |
347 | HandleConfig); | 352 | HandleConfig); |
348 | 353 | ||
349 | m_console.Commands.AddCommand("region", false, "config save", | 354 | m_console.Commands.AddCommand("region", false, "config save", |
350 | "config save <path>", | 355 | "config save <path>", |
@@ -593,7 +598,9 @@ namespace OpenSim | |||
593 | 598 | ||
594 | if (cmdparams.Length > 0) | 599 | if (cmdparams.Length > 0) |
595 | { | 600 | { |
596 | switch (cmdparams[0].ToLower()) | 601 | string firstParam = cmdparams[0].ToLower(); |
602 | |||
603 | switch (firstParam) | ||
597 | { | 604 | { |
598 | case "set": | 605 | case "set": |
599 | if (cmdparams.Length < 4) | 606 | if (cmdparams.Length < 4) |
@@ -618,6 +625,7 @@ namespace OpenSim | |||
618 | break; | 625 | break; |
619 | 626 | ||
620 | case "get": | 627 | case "get": |
628 | case "show": | ||
621 | if (cmdparams.Length == 1) | 629 | if (cmdparams.Length == 1) |
622 | { | 630 | { |
623 | foreach (IConfig config in m_config.Source.Configs) | 631 | foreach (IConfig config in m_config.Source.Configs) |
@@ -654,8 +662,8 @@ namespace OpenSim | |||
654 | } | 662 | } |
655 | else | 663 | else |
656 | { | 664 | { |
657 | Notice("Syntax: config get [<section>] [<key>]"); | 665 | Notice("Syntax: config {0} [<section>] [<key>]", firstParam); |
658 | Notice("Example: config get ScriptEngine.DotNetEngine NumberOfScriptThreads"); | 666 | Notice("Example: config {0} ScriptEngine.DotNetEngine NumberOfScriptThreads", firstParam); |
659 | } | 667 | } |
660 | 668 | ||
661 | break; | 669 | break; |
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 789e86c..5b2484d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | |||
@@ -49,6 +49,8 @@ using Timer = System.Timers.Timer; | |||
49 | using AssetLandmark = OpenSim.Framework.AssetLandmark; | 49 | using AssetLandmark = OpenSim.Framework.AssetLandmark; |
50 | using Nini.Config; | 50 | using Nini.Config; |
51 | 51 | ||
52 | using System.IO; | ||
53 | |||
52 | namespace OpenSim.Region.ClientStack.LindenUDP | 54 | namespace OpenSim.Region.ClientStack.LindenUDP |
53 | { | 55 | { |
54 | public delegate bool PacketMethod(IClientAPI simClient, Packet packet); | 56 | public delegate bool PacketMethod(IClientAPI simClient, Packet packet); |
@@ -299,6 +301,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
299 | /// <summary>Used to adjust Sun Orbit values so Linden based viewers properly position sun</summary> | 301 | /// <summary>Used to adjust Sun Orbit values so Linden based viewers properly position sun</summary> |
300 | private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; | 302 | private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; |
301 | 303 | ||
304 | // First log file or time has expired, start writing to a new log file | ||
305 | //<MIC> | ||
306 | // ----------------------------------------------------------------- | ||
307 | // ----------------------------------------------------------------- | ||
308 | // THIS IS DEBUGGING CODE & SHOULD BE REMOVED | ||
309 | // ----------------------------------------------------------------- | ||
310 | // ----------------------------------------------------------------- | ||
311 | public class QueueLogger | ||
312 | { | ||
313 | public Int32 start = 0; | ||
314 | public StreamWriter Log = null; | ||
315 | private Dictionary<UUID,int> m_idMap = new Dictionary<UUID,int>(); | ||
316 | |||
317 | public QueueLogger() | ||
318 | { | ||
319 | DateTime now = DateTime.Now; | ||
320 | String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss")); | ||
321 | Log = new StreamWriter(fname); | ||
322 | |||
323 | start = Util.EnvironmentTickCount(); | ||
324 | } | ||
325 | |||
326 | public int LookupID(UUID uuid) | ||
327 | { | ||
328 | int localid; | ||
329 | if (! m_idMap.TryGetValue(uuid,out localid)) | ||
330 | { | ||
331 | localid = m_idMap.Count + 1; | ||
332 | m_idMap[uuid] = localid; | ||
333 | } | ||
334 | |||
335 | return localid; | ||
336 | } | ||
337 | } | ||
338 | |||
339 | public static QueueLogger QueueLog = null; | ||
340 | |||
341 | // ----------------------------------------------------------------- | ||
342 | public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue) | ||
343 | { | ||
344 | if (QueueLog == null) | ||
345 | QueueLog = new QueueLogger(); | ||
346 | |||
347 | Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); | ||
348 | lock(QueueLog) | ||
349 | { | ||
350 | int cid = QueueLog.LookupID(client); | ||
351 | int aid = QueueLog.LookupID(avatar); | ||
352 | QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue); | ||
353 | } | ||
354 | } | ||
355 | |||
356 | // ----------------------------------------------------------------- | ||
357 | public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup) | ||
358 | { | ||
359 | if (QueueLog == null) | ||
360 | QueueLog = new QueueLogger(); | ||
361 | |||
362 | Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); | ||
363 | lock(QueueLog) | ||
364 | { | ||
365 | int cid = QueueLog.LookupID(client); | ||
366 | QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString()); | ||
367 | } | ||
368 | } | ||
369 | // ----------------------------------------------------------------- | ||
370 | // ----------------------------------------------------------------- | ||
371 | // ----------------------------------------------------------------- | ||
372 | // ----------------------------------------------------------------- | ||
373 | //</MIC> | ||
374 | |||
302 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 375 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
303 | protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients | 376 | protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients |
304 | 377 | ||
@@ -3575,6 +3648,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3575 | 3648 | ||
3576 | #region Primitive Packet/Data Sending Methods | 3649 | #region Primitive Packet/Data Sending Methods |
3577 | 3650 | ||
3651 | |||
3578 | /// <summary> | 3652 | /// <summary> |
3579 | /// Generate one of the object update packets based on PrimUpdateFlags | 3653 | /// Generate one of the object update packets based on PrimUpdateFlags |
3580 | /// and broadcast the packet to clients | 3654 | /// and broadcast the packet to clients |
@@ -3590,12 +3664,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3590 | return; // Don't send updates for other people's HUDs | 3664 | return; // Don't send updates for other people's HUDs |
3591 | } | 3665 | } |
3592 | 3666 | ||
3593 | double priority = m_prioritizer.GetUpdatePriority(this, entity); | 3667 | uint priority = m_prioritizer.GetUpdatePriority(this, entity); |
3594 | 3668 | ||
3595 | lock (m_entityUpdates.SyncRoot) | 3669 | lock (m_entityUpdates.SyncRoot) |
3596 | m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId); | 3670 | m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); |
3597 | } | 3671 | } |
3598 | 3672 | ||
3673 | private Int32 m_LastQueueFill = 0; | ||
3674 | private uint m_maxUpdates = 0; | ||
3675 | |||
3599 | private void ProcessEntityUpdates(int maxUpdates) | 3676 | private void ProcessEntityUpdates(int maxUpdates) |
3600 | { | 3677 | { |
3601 | OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>(); | 3678 | OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>(); |
@@ -3603,195 +3680,232 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3603 | OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>(); | 3680 | OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>(); |
3604 | OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>(); | 3681 | OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>(); |
3605 | 3682 | ||
3606 | if (maxUpdates <= 0) maxUpdates = Int32.MaxValue; | 3683 | if (maxUpdates <= 0) |
3684 | { | ||
3685 | m_maxUpdates = Int32.MaxValue; | ||
3686 | } | ||
3687 | else | ||
3688 | { | ||
3689 | if (m_maxUpdates == 0 || m_LastQueueFill == 0) | ||
3690 | { | ||
3691 | m_maxUpdates = (uint)maxUpdates; | ||
3692 | } | ||
3693 | else | ||
3694 | { | ||
3695 | if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) | ||
3696 | m_maxUpdates += 5; | ||
3697 | else | ||
3698 | m_maxUpdates = m_maxUpdates >> 1; | ||
3699 | } | ||
3700 | m_maxUpdates = Util.Clamp<uint>(m_maxUpdates,10,500); | ||
3701 | } | ||
3702 | m_LastQueueFill = Util.EnvironmentTickCount(); | ||
3703 | |||
3607 | int updatesThisCall = 0; | 3704 | int updatesThisCall = 0; |
3608 | 3705 | ||
3609 | float avgTimeDilation = 0; | 3706 | //<MIC> |
3707 | // DEBUGGING CODE... REMOVE | ||
3708 | // LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); | ||
3709 | //</MIC> | ||
3710 | // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race | ||
3711 | // condition where a kill can be processed before an out-of-date update for the same object. | ||
3712 | float avgTimeDilation = 1.0f; | ||
3610 | 3713 | ||
3611 | EntityUpdate update; | 3714 | lock (m_killRecord) |
3612 | while (updatesThisCall < maxUpdates) | ||
3613 | { | 3715 | { |
3614 | lock (m_entityUpdates.SyncRoot) | 3716 | EntityUpdate update; |
3615 | if (!m_entityUpdates.TryDequeue(out update)) | 3717 | Int32 timeinqueue; // this is just debugging code & can be dropped later |
3616 | break; | 3718 | |
3617 | 3719 | while (updatesThisCall < m_maxUpdates) | |
3618 | avgTimeDilation += update.TimeDilation; | ||
3619 | avgTimeDilation *= 0.5f; | ||
3620 | |||
3621 | if (update.Entity is SceneObjectPart) | ||
3622 | { | 3720 | { |
3623 | SceneObjectPart part = (SceneObjectPart)update.Entity; | 3721 | lock (m_entityUpdates.SyncRoot) |
3722 | if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) | ||
3723 | break; | ||
3724 | avgTimeDilation += update.TimeDilation; | ||
3725 | avgTimeDilation *= 0.5f; | ||
3624 | 3726 | ||
3625 | // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client | 3727 | if (update.Entity is SceneObjectPart) |
3626 | // will never receive an update after a prim kill. Even then, keeping the kill record may be a good | ||
3627 | // safety measure. | ||
3628 | // | ||
3629 | // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update | ||
3630 | // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs | ||
3631 | // updates and kills on different threads with different scheduling strategies, hence this protection. | ||
3632 | // | ||
3633 | // This doesn't appear to apply to child prims - a client will happily ignore these updates | ||
3634 | // after the root prim has been deleted. | ||
3635 | lock (m_killRecord) | ||
3636 | { | 3728 | { |
3637 | if (m_killRecord.Contains(part.LocalId)) | 3729 | SceneObjectPart part = (SceneObjectPart)update.Entity; |
3638 | continue; | 3730 | |
3639 | if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId)) | 3731 | // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client |
3640 | continue; | 3732 | // will never receive an update after a prim kill. Even then, keeping the kill record may be a good |
3641 | } | 3733 | // safety measure. |
3642 | 3734 | // | |
3643 | if (part.ParentGroup.IsDeleted) | 3735 | // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update |
3644 | continue; | 3736 | // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs |
3737 | // updates and kills on different threads with different scheduling strategies, hence this protection. | ||
3738 | // | ||
3739 | // This doesn't appear to apply to child prims - a client will happily ignore these updates | ||
3740 | // after the root prim has been deleted. | ||
3741 | lock (m_killRecord) | ||
3742 | { | ||
3743 | if (m_killRecord.Contains(part.LocalId)) | ||
3744 | continue; | ||
3745 | if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId)) | ||
3746 | continue; | ||
3747 | } | ||
3645 | 3748 | ||
3646 | if (part.ParentGroup.IsAttachment) | 3749 | if (part.ParentGroup.IsDeleted) |
3647 | { // Someone else's HUD, why are we getting these? | ||
3648 | if (part.ParentGroup.OwnerID != AgentId && | ||
3649 | part.ParentGroup.RootPart.Shape.State >= 30) | ||
3650 | continue; | ||
3651 | ScenePresence sp; | ||
3652 | // Owner is not in the sim, don't update it to | ||
3653 | // anyone | ||
3654 | if (!m_scene.TryGetScenePresence(part.OwnerID, out sp)) | ||
3655 | continue; | 3750 | continue; |
3656 | 3751 | ||
3657 | List<SceneObjectGroup> atts = sp.Attachments; | 3752 | if (part.ParentGroup.IsAttachment) |
3658 | bool found = false; | 3753 | { // Someone else's HUD, why are we getting these? |
3659 | foreach (SceneObjectGroup att in atts) | 3754 | if (part.ParentGroup.OwnerID != AgentId && |
3660 | { | 3755 | part.ParentGroup.RootPart.Shape.State >= 30) |
3661 | if (att == part.ParentGroup) | 3756 | continue; |
3757 | ScenePresence sp; | ||
3758 | // Owner is not in the sim, don't update it to | ||
3759 | // anyone | ||
3760 | if (!m_scene.TryGetScenePresence(part.OwnerID, out sp)) | ||
3761 | continue; | ||
3762 | |||
3763 | List<SceneObjectGroup> atts = sp.Attachments; | ||
3764 | bool found = false; | ||
3765 | foreach (SceneObjectGroup att in atts) | ||
3662 | { | 3766 | { |
3663 | found = true; | 3767 | if (att == part.ParentGroup) |
3664 | break; | 3768 | { |
3769 | found = true; | ||
3770 | break; | ||
3771 | } | ||
3665 | } | 3772 | } |
3666 | } | ||
3667 | 3773 | ||
3668 | // It's an attachment of a valid avatar, but | 3774 | // It's an attachment of a valid avatar, but |
3669 | // doesn't seem to be attached, skip | 3775 | // doesn't seem to be attached, skip |
3670 | if (!found) | 3776 | if (!found) |
3671 | continue; | 3777 | continue; |
3672 | } | 3778 | } |
3673 | 3779 | ||
3674 | if (part.ParentGroup.IsAttachment && m_disableFacelights) | 3780 | if (part.ParentGroup.IsAttachment && m_disableFacelights) |
3675 | { | ||
3676 | if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && | ||
3677 | part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand) | ||
3678 | { | 3781 | { |
3679 | part.Shape.LightEntry = false; | 3782 | if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && |
3783 | part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand) | ||
3784 | { | ||
3785 | part.Shape.LightEntry = false; | ||
3786 | } | ||
3680 | } | 3787 | } |
3681 | } | 3788 | } |
3682 | } | ||
3683 | |||
3684 | ++updatesThisCall; | ||
3685 | 3789 | ||
3686 | #region UpdateFlags to packet type conversion | 3790 | ++updatesThisCall; |
3687 | 3791 | ||
3688 | PrimUpdateFlags updateFlags = update.Flags; | 3792 | #region UpdateFlags to packet type conversion |
3689 | 3793 | ||
3690 | bool canUseCompressed = true; | 3794 | PrimUpdateFlags updateFlags = update.Flags; |
3691 | bool canUseImproved = true; | ||
3692 | 3795 | ||
3693 | // Compressed object updates only make sense for LL primitives | 3796 | bool canUseCompressed = true; |
3694 | if (!(update.Entity is SceneObjectPart)) | 3797 | bool canUseImproved = true; |
3695 | { | ||
3696 | canUseCompressed = false; | ||
3697 | } | ||
3698 | 3798 | ||
3699 | if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) | 3799 | // Compressed object updates only make sense for LL primitives |
3700 | { | 3800 | if (!(update.Entity is SceneObjectPart)) |
3701 | canUseCompressed = false; | ||
3702 | canUseImproved = false; | ||
3703 | } | ||
3704 | else | ||
3705 | { | ||
3706 | if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || | ||
3707 | updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || | ||
3708 | updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) || | ||
3709 | updateFlags.HasFlag(PrimUpdateFlags.Joint)) | ||
3710 | { | 3801 | { |
3711 | canUseCompressed = false; | 3802 | canUseCompressed = false; |
3712 | } | 3803 | } |
3713 | 3804 | ||
3714 | if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) || | 3805 | if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) |
3715 | updateFlags.HasFlag(PrimUpdateFlags.ParentID) || | ||
3716 | updateFlags.HasFlag(PrimUpdateFlags.Scale) || | ||
3717 | updateFlags.HasFlag(PrimUpdateFlags.PrimData) || | ||
3718 | updateFlags.HasFlag(PrimUpdateFlags.Text) || | ||
3719 | updateFlags.HasFlag(PrimUpdateFlags.NameValue) || | ||
3720 | updateFlags.HasFlag(PrimUpdateFlags.ExtraData) || | ||
3721 | updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) || | ||
3722 | updateFlags.HasFlag(PrimUpdateFlags.Sound) || | ||
3723 | updateFlags.HasFlag(PrimUpdateFlags.Particles) || | ||
3724 | updateFlags.HasFlag(PrimUpdateFlags.Material) || | ||
3725 | updateFlags.HasFlag(PrimUpdateFlags.ClickAction) || | ||
3726 | updateFlags.HasFlag(PrimUpdateFlags.MediaURL) || | ||
3727 | updateFlags.HasFlag(PrimUpdateFlags.Joint)) | ||
3728 | { | 3806 | { |
3807 | canUseCompressed = false; | ||
3729 | canUseImproved = false; | 3808 | canUseImproved = false; |
3730 | } | 3809 | } |
3731 | } | 3810 | else |
3811 | { | ||
3812 | if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || | ||
3813 | updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || | ||
3814 | updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) || | ||
3815 | updateFlags.HasFlag(PrimUpdateFlags.Joint)) | ||
3816 | { | ||
3817 | if (update.Entity is ScenePresence) | ||
3818 | { | ||
3819 | objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); | ||
3820 | } | ||
3821 | else | ||
3822 | { | ||
3823 | objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); | ||
3824 | } | ||
3825 | } | ||
3732 | 3826 | ||
3733 | #endregion UpdateFlags to packet type conversion | 3827 | if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) || |
3828 | updateFlags.HasFlag(PrimUpdateFlags.ParentID) || | ||
3829 | updateFlags.HasFlag(PrimUpdateFlags.Scale) || | ||
3830 | updateFlags.HasFlag(PrimUpdateFlags.PrimData) || | ||
3831 | updateFlags.HasFlag(PrimUpdateFlags.Text) || | ||
3832 | updateFlags.HasFlag(PrimUpdateFlags.NameValue) || | ||
3833 | updateFlags.HasFlag(PrimUpdateFlags.ExtraData) || | ||
3834 | updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) || | ||
3835 | updateFlags.HasFlag(PrimUpdateFlags.Sound) || | ||
3836 | updateFlags.HasFlag(PrimUpdateFlags.Particles) || | ||
3837 | updateFlags.HasFlag(PrimUpdateFlags.Material) || | ||
3838 | updateFlags.HasFlag(PrimUpdateFlags.ClickAction) || | ||
3839 | updateFlags.HasFlag(PrimUpdateFlags.MediaURL) || | ||
3840 | updateFlags.HasFlag(PrimUpdateFlags.Joint)) | ||
3841 | { | ||
3842 | canUseImproved = false; | ||
3843 | } | ||
3844 | } | ||
3734 | 3845 | ||
3735 | #region Block Construction | 3846 | #endregion UpdateFlags to packet type conversion |
3736 | 3847 | ||
3737 | // TODO: Remove this once we can build compressed updates | 3848 | #region Block Construction |
3738 | canUseCompressed = false; | ||
3739 | 3849 | ||
3740 | if (!canUseImproved && !canUseCompressed) | 3850 | // TODO: Remove this once we can build compressed updates |
3741 | { | 3851 | canUseCompressed = false; |
3742 | if (update.Entity is ScenePresence) | 3852 | |
3853 | if (!canUseImproved && !canUseCompressed) | ||
3854 | { | ||
3855 | if (update.Entity is ScenePresence) | ||
3856 | { | ||
3857 | objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); | ||
3858 | } | ||
3859 | else | ||
3860 | { | ||
3861 | // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) | ||
3862 | // { | ||
3863 | // SceneObjectPart sop = (SceneObjectPart)update.Entity; | ||
3864 | // string text = sop.Text; | ||
3865 | // if (text.IndexOf("\n") >= 0) | ||
3866 | // text = text.Remove(text.IndexOf("\n")); | ||
3867 | // | ||
3868 | // if (m_attachmentsSent.Contains(sop.ParentID)) | ||
3869 | // { | ||
3870 | //// m_log.DebugFormat( | ||
3871 | //// "[CLIENT]: Sending full info about attached prim {0} text {1}", | ||
3872 | //// sop.LocalId, text); | ||
3873 | // | ||
3874 | // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); | ||
3875 | // | ||
3876 | // m_attachmentsSent.Add(sop.LocalId); | ||
3877 | // } | ||
3878 | // else | ||
3879 | // { | ||
3880 | // m_log.DebugFormat( | ||
3881 | // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", | ||
3882 | // sop.LocalId, text, sop.ParentID); | ||
3883 | // | ||
3884 | // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); | ||
3885 | // } | ||
3886 | // } | ||
3887 | // else | ||
3888 | // { | ||
3889 | objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); | ||
3890 | // } | ||
3891 | } | ||
3892 | } | ||
3893 | else if (!canUseImproved) | ||
3743 | { | 3894 | { |
3744 | objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); | 3895 | compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); |
3745 | } | 3896 | } |
3746 | else | 3897 | else |
3747 | { | 3898 | { |
3748 | // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) | 3899 | if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) |
3749 | // { | 3900 | // Self updates go into a special list |
3750 | // SceneObjectPart sop = (SceneObjectPart)update.Entity; | 3901 | terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); |
3751 | // string text = sop.Text; | 3902 | else |
3752 | // if (text.IndexOf("\n") >= 0) | 3903 | // Everything else goes here |
3753 | // text = text.Remove(text.IndexOf("\n")); | 3904 | terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); |
3754 | // | ||
3755 | // if (m_attachmentsSent.Contains(sop.ParentID)) | ||
3756 | // { | ||
3757 | //// m_log.DebugFormat( | ||
3758 | //// "[CLIENT]: Sending full info about attached prim {0} text {1}", | ||
3759 | //// sop.LocalId, text); | ||
3760 | // | ||
3761 | // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); | ||
3762 | // | ||
3763 | // m_attachmentsSent.Add(sop.LocalId); | ||
3764 | // } | ||
3765 | // else | ||
3766 | // { | ||
3767 | // m_log.DebugFormat( | ||
3768 | // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", | ||
3769 | // sop.LocalId, text, sop.ParentID); | ||
3770 | // | ||
3771 | // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); | ||
3772 | // } | ||
3773 | // } | ||
3774 | // else | ||
3775 | // { | ||
3776 | objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); | ||
3777 | // } | ||
3778 | } | 3905 | } |
3779 | } | ||
3780 | else if (!canUseImproved) | ||
3781 | { | ||
3782 | compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); | ||
3783 | } | ||
3784 | else | ||
3785 | { | ||
3786 | if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) | ||
3787 | // Self updates go into a special list | ||
3788 | terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); | ||
3789 | else | ||
3790 | // Everything else goes here | ||
3791 | terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); | ||
3792 | } | ||
3793 | 3906 | ||
3794 | #endregion Block Construction | 3907 | #endregion Block Construction |
3908 | } | ||
3795 | } | 3909 | } |
3796 | 3910 | ||
3797 | #region Packet Sending | 3911 | #region Packet Sending |
@@ -3864,26 +3978,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3864 | 3978 | ||
3865 | public void ReprioritizeUpdates() | 3979 | public void ReprioritizeUpdates() |
3866 | { | 3980 | { |
3867 | //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName); | ||
3868 | |||
3869 | lock (m_entityUpdates.SyncRoot) | 3981 | lock (m_entityUpdates.SyncRoot) |
3870 | m_entityUpdates.Reprioritize(UpdatePriorityHandler); | 3982 | m_entityUpdates.Reprioritize(UpdatePriorityHandler); |
3871 | } | 3983 | } |
3872 | 3984 | ||
3873 | private bool UpdatePriorityHandler(ref double priority, uint localID) | 3985 | private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity) |
3874 | { | 3986 | { |
3875 | EntityBase entity; | 3987 | if (entity != null) |
3876 | if (m_scene.Entities.TryGetValue(localID, out entity)) | ||
3877 | { | 3988 | { |
3878 | priority = m_prioritizer.GetUpdatePriority(this, entity); | 3989 | priority = m_prioritizer.GetUpdatePriority(this, entity); |
3990 | return true; | ||
3879 | } | 3991 | } |
3880 | 3992 | ||
3881 | return priority != double.NaN; | 3993 | return false; |
3882 | } | 3994 | } |
3883 | 3995 | ||
3884 | public void FlushPrimUpdates() | 3996 | public void FlushPrimUpdates() |
3885 | { | 3997 | { |
3886 | m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); | 3998 | m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); |
3887 | 3999 | ||
3888 | while (m_entityUpdates.Count > 0) | 4000 | while (m_entityUpdates.Count > 0) |
3889 | ProcessEntityUpdates(-1); | 4001 | ProcessEntityUpdates(-1); |
@@ -11831,171 +11943,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
11831 | OutPacket(pack, ThrottleOutPacketType.Task); | 11943 | OutPacket(pack, ThrottleOutPacketType.Task); |
11832 | } | 11944 | } |
11833 | 11945 | ||
11834 | #region PriorityQueue | ||
11835 | public class PriorityQueue | ||
11836 | { | ||
11837 | internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id); | ||
11838 | |||
11839 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[1]; | ||
11840 | private Dictionary<uint, LookupItem> m_lookupTable; | ||
11841 | private Comparison<double> m_comparison; | ||
11842 | private object m_syncRoot = new object(); | ||
11843 | |||
11844 | internal PriorityQueue() : | ||
11845 | this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, Comparer<double>.Default) { } | ||
11846 | internal PriorityQueue(int capacity) : | ||
11847 | this(capacity, Comparer<double>.Default) { } | ||
11848 | internal PriorityQueue(IComparer<double> comparer) : | ||
11849 | this(new Comparison<double>(comparer.Compare)) { } | ||
11850 | internal PriorityQueue(Comparison<double> comparison) : | ||
11851 | this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, comparison) { } | ||
11852 | internal PriorityQueue(int capacity, IComparer<double> comparer) : | ||
11853 | this(capacity, new Comparison<double>(comparer.Compare)) { } | ||
11854 | internal PriorityQueue(int capacity, Comparison<double> comparison) | ||
11855 | { | ||
11856 | m_lookupTable = new Dictionary<uint, LookupItem>(capacity); | ||
11857 | |||
11858 | for (int i = 0; i < m_heaps.Length; ++i) | ||
11859 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); | ||
11860 | this.m_comparison = comparison; | ||
11861 | } | ||
11862 | |||
11863 | public object SyncRoot { get { return this.m_syncRoot; } } | ||
11864 | internal int Count | ||
11865 | { | ||
11866 | get | ||
11867 | { | ||
11868 | int count = 0; | ||
11869 | for (int i = 0; i < m_heaps.Length; ++i) | ||
11870 | count = m_heaps[i].Count; | ||
11871 | return count; | ||
11872 | } | ||
11873 | } | ||
11874 | |||
11875 | public bool Enqueue(double priority, EntityUpdate value, uint local_id) | ||
11876 | { | ||
11877 | LookupItem item; | ||
11878 | |||
11879 | if (m_lookupTable.TryGetValue(local_id, out item)) | ||
11880 | { | ||
11881 | // Combine flags | ||
11882 | value.Flags |= item.Heap[item.Handle].Value.Flags; | ||
11883 | |||
11884 | item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison); | ||
11885 | return false; | ||
11886 | } | ||
11887 | else | ||
11888 | { | ||
11889 | item.Heap = m_heaps[0]; | ||
11890 | item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle); | ||
11891 | m_lookupTable.Add(local_id, item); | ||
11892 | return true; | ||
11893 | } | ||
11894 | } | ||
11895 | |||
11896 | internal EntityUpdate Peek() | ||
11897 | { | ||
11898 | for (int i = 0; i < m_heaps.Length; ++i) | ||
11899 | if (m_heaps[i].Count > 0) | ||
11900 | return m_heaps[i].Min().Value; | ||
11901 | throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString())); | ||
11902 | } | ||
11903 | |||
11904 | internal bool TryDequeue(out EntityUpdate value) | ||
11905 | { | ||
11906 | for (int i = 0; i < m_heaps.Length; ++i) | ||
11907 | { | ||
11908 | if (m_heaps[i].Count > 0) | ||
11909 | { | ||
11910 | MinHeapItem item = m_heaps[i].RemoveMin(); | ||
11911 | m_lookupTable.Remove(item.LocalID); | ||
11912 | value = item.Value; | ||
11913 | return true; | ||
11914 | } | ||
11915 | } | ||
11916 | |||
11917 | value = default(EntityUpdate); | ||
11918 | return false; | ||
11919 | } | ||
11920 | |||
11921 | internal void Reprioritize(UpdatePriorityHandler handler) | ||
11922 | { | ||
11923 | MinHeapItem item; | ||
11924 | double priority; | ||
11925 | |||
11926 | foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) | ||
11927 | { | ||
11928 | if (lookup.Heap.TryGetValue(lookup.Handle, out item)) | ||
11929 | { | ||
11930 | priority = item.Priority; | ||
11931 | if (handler(ref priority, item.LocalID)) | ||
11932 | { | ||
11933 | if (lookup.Heap.ContainsHandle(lookup.Handle)) | ||
11934 | lookup.Heap[lookup.Handle] = | ||
11935 | new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison); | ||
11936 | } | ||
11937 | else | ||
11938 | { | ||
11939 | m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update"); | ||
11940 | lookup.Heap.Remove(lookup.Handle); | ||
11941 | this.m_lookupTable.Remove(item.LocalID); | ||
11942 | } | ||
11943 | } | ||
11944 | } | ||
11945 | } | ||
11946 | |||
11947 | #region MinHeapItem | ||
11948 | private struct MinHeapItem : IComparable<MinHeapItem> | ||
11949 | { | ||
11950 | private double priority; | ||
11951 | private EntityUpdate value; | ||
11952 | private uint local_id; | ||
11953 | private Comparison<double> comparison; | ||
11954 | |||
11955 | internal MinHeapItem(double priority, EntityUpdate value, uint local_id) : | ||
11956 | this(priority, value, local_id, Comparer<double>.Default) { } | ||
11957 | internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer<double> comparer) : | ||
11958 | this(priority, value, local_id, new Comparison<double>(comparer.Compare)) { } | ||
11959 | internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison<double> comparison) | ||
11960 | { | ||
11961 | this.priority = priority; | ||
11962 | this.value = value; | ||
11963 | this.local_id = local_id; | ||
11964 | this.comparison = comparison; | ||
11965 | } | ||
11966 | |||
11967 | internal double Priority { get { return this.priority; } } | ||
11968 | internal EntityUpdate Value { get { return this.value; } } | ||
11969 | internal uint LocalID { get { return this.local_id; } } | ||
11970 | |||
11971 | public override string ToString() | ||
11972 | { | ||
11973 | StringBuilder sb = new StringBuilder(); | ||
11974 | sb.Append("["); | ||
11975 | sb.Append(this.priority.ToString()); | ||
11976 | sb.Append(","); | ||
11977 | if (this.value != null) | ||
11978 | sb.Append(this.value.ToString()); | ||
11979 | sb.Append("]"); | ||
11980 | return sb.ToString(); | ||
11981 | } | ||
11982 | |||
11983 | public int CompareTo(MinHeapItem other) | ||
11984 | { | ||
11985 | return this.comparison(this.priority, other.priority); | ||
11986 | } | ||
11987 | } | ||
11988 | #endregion | ||
11989 | |||
11990 | #region LookupItem | ||
11991 | private struct LookupItem | ||
11992 | { | ||
11993 | internal MinHeap<MinHeapItem> Heap; | ||
11994 | internal IHandle Handle; | ||
11995 | } | ||
11996 | #endregion | ||
11997 | } | ||
11998 | |||
11999 | public struct PacketProcessor | 11946 | public struct PacketProcessor |
12000 | { | 11947 | { |
12001 | public PacketMethod method; | 11948 | public PacketMethod method; |
@@ -12016,8 +11963,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
12016 | } | 11963 | } |
12017 | } | 11964 | } |
12018 | 11965 | ||
12019 | #endregion | ||
12020 | |||
12021 | public static OSD BuildEvent(string eventName, OSD eventBody) | 11966 | public static OSD BuildEvent(string eventName, OSD eventBody) |
12022 | { | 11967 | { |
12023 | OSDMap osdEvent = new OSDMap(2); | 11968 | OSDMap osdEvent = new OSDMap(2); |
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs index d6159cd..0fa074d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | |||
@@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
149 | /// <summary>Caches packed throttle information</summary> | 149 | /// <summary>Caches packed throttle information</summary> |
150 | private byte[] m_packedThrottles; | 150 | private byte[] m_packedThrottles; |
151 | 151 | ||
152 | private int m_defaultRTO = 3000; | 152 | private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC |
153 | private int m_maxRTO = 60000; | 153 | private int m_maxRTO = 60000; |
154 | public bool m_deliverPackets = true; | 154 | public bool m_deliverPackets = true; |
155 | 155 | ||
@@ -567,7 +567,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
567 | int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR)); | 567 | int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR)); |
568 | 568 | ||
569 | // Clamp the retransmission timeout to manageable values | 569 | // Clamp the retransmission timeout to manageable values |
570 | rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO); | 570 | rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO); |
571 | 571 | ||
572 | RTO = rto; | 572 | RTO = rto; |
573 | 573 | ||
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 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Reflection; | ||
32 | |||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Framework.Client; | ||
35 | using log4net; | ||
36 | |||
37 | namespace OpenSim.Region.ClientStack.LindenUDP | ||
38 | { | ||
39 | public class PriorityQueue | ||
40 | { | ||
41 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
42 | |||
43 | internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); | ||
44 | |||
45 | // Heap[0] for self updates | ||
46 | // Heap[1..12] for entity updates | ||
47 | |||
48 | internal const uint m_numberOfQueues = 12; | ||
49 | |||
50 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues]; | ||
51 | private Dictionary<uint, LookupItem> m_lookupTable; | ||
52 | private uint m_nextQueue = 0; | ||
53 | private UInt64 m_nextRequest = 0; | ||
54 | |||
55 | private object m_syncRoot = new object(); | ||
56 | public object SyncRoot { | ||
57 | get { return this.m_syncRoot; } | ||
58 | } | ||
59 | |||
60 | internal PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } | ||
61 | |||
62 | internal PriorityQueue(int capacity) | ||
63 | { | ||
64 | m_lookupTable = new Dictionary<uint, LookupItem>(capacity); | ||
65 | |||
66 | for (int i = 0; i < m_heaps.Length; ++i) | ||
67 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); | ||
68 | } | ||
69 | |||
70 | internal int Count | ||
71 | { | ||
72 | get | ||
73 | { | ||
74 | int count = 0; | ||
75 | for (int i = 0; i < m_heaps.Length; ++i) | ||
76 | count += m_heaps[i].Count; | ||
77 | return count; | ||
78 | } | ||
79 | } | ||
80 | |||
81 | public bool Enqueue(uint pqueue, EntityUpdate value) | ||
82 | { | ||
83 | LookupItem lookup; | ||
84 | |||
85 | uint localid = value.Entity.LocalId; | ||
86 | UInt64 entry = m_nextRequest++; | ||
87 | if (m_lookupTable.TryGetValue(localid, out lookup)) | ||
88 | { | ||
89 | entry = lookup.Heap[lookup.Handle].EntryOrder; | ||
90 | value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; | ||
91 | lookup.Heap.Remove(lookup.Handle); | ||
92 | } | ||
93 | |||
94 | pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1); | ||
95 | lookup.Heap = m_heaps[pqueue]; | ||
96 | lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); | ||
97 | m_lookupTable[localid] = lookup; | ||
98 | |||
99 | return true; | ||
100 | } | ||
101 | |||
102 | internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) | ||
103 | { | ||
104 | for (int i = 0; i < m_numberOfQueues; ++i) | ||
105 | { | ||
106 | // To get the fair queing, we cycle through each of the | ||
107 | // queues when finding an element to dequeue, this code | ||
108 | // assumes that the distribution of updates in the queues | ||
109 | // is polynomial, probably quadractic (eg distance of PI * R^2) | ||
110 | uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); | ||
111 | if (m_heaps[h].Count > 0) | ||
112 | { | ||
113 | m_nextQueue = (uint)((h + 1) % m_numberOfQueues); | ||
114 | |||
115 | MinHeapItem item = m_heaps[h].RemoveMin(); | ||
116 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
117 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
118 | value = item.Value; | ||
119 | |||
120 | return true; | ||
121 | } | ||
122 | } | ||
123 | |||
124 | timeinqueue = 0; | ||
125 | value = default(EntityUpdate); | ||
126 | return false; | ||
127 | } | ||
128 | |||
129 | internal void Reprioritize(UpdatePriorityHandler handler) | ||
130 | { | ||
131 | MinHeapItem item; | ||
132 | foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) | ||
133 | { | ||
134 | if (lookup.Heap.TryGetValue(lookup.Handle, out item)) | ||
135 | { | ||
136 | uint pqueue = item.PriorityQueue; | ||
137 | uint localid = item.Value.Entity.LocalId; | ||
138 | |||
139 | if (handler(ref pqueue, item.Value.Entity)) | ||
140 | { | ||
141 | // unless the priority queue has changed, there is no need to modify | ||
142 | // the entry | ||
143 | pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1); | ||
144 | if (pqueue != item.PriorityQueue) | ||
145 | { | ||
146 | lookup.Heap.Remove(lookup.Handle); | ||
147 | |||
148 | LookupItem litem = lookup; | ||
149 | litem.Heap = m_heaps[pqueue]; | ||
150 | litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); | ||
151 | m_lookupTable[localid] = litem; | ||
152 | } | ||
153 | } | ||
154 | else | ||
155 | { | ||
156 | // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); | ||
157 | lookup.Heap.Remove(lookup.Handle); | ||
158 | this.m_lookupTable.Remove(localid); | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | } | ||
163 | |||
164 | public override string ToString() | ||
165 | { | ||
166 | string s = ""; | ||
167 | for (int i = 0; i < m_numberOfQueues; i++) | ||
168 | { | ||
169 | if (s != "") s += ","; | ||
170 | s += m_heaps[i].Count.ToString(); | ||
171 | } | ||
172 | return s; | ||
173 | } | ||
174 | |||
175 | #region MinHeapItem | ||
176 | private struct MinHeapItem : IComparable<MinHeapItem> | ||
177 | { | ||
178 | private EntityUpdate value; | ||
179 | internal EntityUpdate Value { | ||
180 | get { | ||
181 | return this.value; | ||
182 | } | ||
183 | } | ||
184 | |||
185 | private uint pqueue; | ||
186 | internal uint PriorityQueue { | ||
187 | get { | ||
188 | return this.pqueue; | ||
189 | } | ||
190 | } | ||
191 | |||
192 | private Int32 entrytime; | ||
193 | internal Int32 EntryTime { | ||
194 | get { | ||
195 | return this.entrytime; | ||
196 | } | ||
197 | } | ||
198 | |||
199 | private UInt64 entryorder; | ||
200 | internal UInt64 EntryOrder | ||
201 | { | ||
202 | get { | ||
203 | return this.entryorder; | ||
204 | } | ||
205 | } | ||
206 | |||
207 | internal MinHeapItem(uint pqueue, MinHeapItem other) | ||
208 | { | ||
209 | this.entrytime = other.entrytime; | ||
210 | this.entryorder = other.entryorder; | ||
211 | this.value = other.value; | ||
212 | this.pqueue = pqueue; | ||
213 | } | ||
214 | |||
215 | internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) | ||
216 | { | ||
217 | this.entrytime = Util.EnvironmentTickCount(); | ||
218 | this.entryorder = entryorder; | ||
219 | this.value = value; | ||
220 | this.pqueue = pqueue; | ||
221 | } | ||
222 | |||
223 | public override string ToString() | ||
224 | { | ||
225 | return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); | ||
226 | } | ||
227 | |||
228 | public int CompareTo(MinHeapItem other) | ||
229 | { | ||
230 | // I'm assuming that the root part of an SOG is added to the update queue | ||
231 | // before the component parts | ||
232 | return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder); | ||
233 | } | ||
234 | } | ||
235 | #endregion | ||
236 | |||
237 | #region LookupItem | ||
238 | private struct LookupItem | ||
239 | { | ||
240 | internal MinHeap<MinHeapItem> Heap; | ||
241 | internal IHandle Handle; | ||
242 | } | ||
243 | #endregion | ||
244 | } | ||
245 | } | ||
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index 51742ff..4e64979 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | |||
@@ -29,8 +29,10 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Net; | 31 | using System.Net; |
32 | using System.Net.Security; | ||
32 | using System.Text; | 33 | using System.Text; |
33 | using System.Threading; | 34 | using System.Threading; |
35 | using System.Security.Cryptography.X509Certificates; | ||
34 | using Nini.Config; | 36 | using Nini.Config; |
35 | using OpenMetaverse; | 37 | using OpenMetaverse; |
36 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
@@ -100,8 +102,24 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
100 | 102 | ||
101 | public HttpRequestModule() | 103 | public HttpRequestModule() |
102 | { | 104 | { |
105 | ServicePointManager.ServerCertificateValidationCallback +=ValidateServerCertificate; | ||
103 | } | 106 | } |
104 | 107 | ||
108 | public static bool ValidateServerCertificate( | ||
109 | object sender, | ||
110 | X509Certificate certificate, | ||
111 | X509Chain chain, | ||
112 | SslPolicyErrors sslPolicyErrors) | ||
113 | { | ||
114 | HttpWebRequest Request = (HttpWebRequest)sender; | ||
115 | |||
116 | if (Request.Headers.Get("NoVerifyCert") != null) | ||
117 | { | ||
118 | return true; | ||
119 | } | ||
120 | |||
121 | return chain.Build(new X509Certificate2(certificate)); | ||
122 | } | ||
105 | #region IHttpRequestModule Members | 123 | #region IHttpRequestModule Members |
106 | 124 | ||
107 | public UUID MakeHttpRequest(string url, string parameters, string body) | 125 | public UUID MakeHttpRequest(string url, string parameters, string body) |
@@ -141,8 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
141 | break; | 159 | break; |
142 | 160 | ||
143 | case (int)HttpRequestConstants.HTTP_VERIFY_CERT: | 161 | case (int)HttpRequestConstants.HTTP_VERIFY_CERT: |
144 | 162 | htc.HttpVerifyCert = (int.Parse(parms[i + 1]) != 0); | |
145 | // TODO implement me | ||
146 | break; | 163 | break; |
147 | } | 164 | } |
148 | } | 165 | } |
@@ -189,7 +206,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
189 | * Not sure how important ordering is is here - the next first | 206 | * Not sure how important ordering is is here - the next first |
190 | * one completed in the list is returned, based soley on its list | 207 | * one completed in the list is returned, based soley on its list |
191 | * position, not the order in which the request was started or | 208 | * position, not the order in which the request was started or |
192 | * finsihed. I thought about setting up a queue for this, but | 209 | * finished. I thought about setting up a queue for this, but |
193 | * it will need some refactoring and this works 'enough' right now | 210 | * it will need some refactoring and this works 'enough' right now |
194 | */ | 211 | */ |
195 | 212 | ||
@@ -237,8 +254,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
237 | 254 | ||
238 | m_scene.RegisterModuleInterface<IHttpRequestModule>(this); | 255 | m_scene.RegisterModuleInterface<IHttpRequestModule>(this); |
239 | 256 | ||
240 | m_proxyurl = config.Configs["Startup"].GetString("HttpProxy"); | 257 | m_proxyurl = config.Configs["Startup"].GetString("HttpProxy"); |
241 | m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions"); | 258 | m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions"); |
242 | 259 | ||
243 | m_pendingRequests = new Dictionary<UUID, HttpRequestClass>(); | 260 | m_pendingRequests = new Dictionary<UUID, HttpRequestClass>(); |
244 | } | 261 | } |
@@ -282,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
282 | public string HttpMethod = "GET"; | 299 | public string HttpMethod = "GET"; |
283 | public string HttpMIMEType = "text/plain;charset=utf-8"; | 300 | public string HttpMIMEType = "text/plain;charset=utf-8"; |
284 | public int HttpTimeout; | 301 | public int HttpTimeout; |
285 | // public bool HttpVerifyCert = true; // not implemented | 302 | public bool HttpVerifyCert = true; |
286 | private Thread httpThread; | 303 | private Thread httpThread; |
287 | 304 | ||
288 | // Request info | 305 | // Request info |
@@ -348,6 +365,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
348 | Request.Method = HttpMethod; | 365 | Request.Method = HttpMethod; |
349 | Request.ContentType = HttpMIMEType; | 366 | Request.ContentType = HttpMIMEType; |
350 | 367 | ||
368 | if(!HttpVerifyCert) | ||
369 | { | ||
370 | // We could hijack Connection Group Name to identify | ||
371 | // a desired security exception. But at the moment we'll use a dummy header instead. | ||
372 | // Request.ConnectionGroupName = "NoVerify"; | ||
373 | Request.Headers.Add("NoVerifyCert", "true"); | ||
374 | } | ||
375 | // else | ||
376 | // { | ||
377 | // Request.ConnectionGroupName="Verify"; | ||
378 | // } | ||
351 | if (proxyurl != null && proxyurl.Length > 0) | 379 | if (proxyurl != null && proxyurl.Length > 0) |
352 | { | 380 | { |
353 | if (proxyexcepts != null && proxyexcepts.Length > 0) | 381 | if (proxyexcepts != null && proxyexcepts.Length > 0) |
@@ -450,4 +478,4 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest | |||
450 | } | 478 | } |
451 | } | 479 | } |
452 | } | 480 | } |
453 | } | 481 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs index 69ba2042..32ee674 100644 --- a/OpenSim/Region/Framework/ModuleLoader.cs +++ b/OpenSim/Region/Framework/ModuleLoader.cs | |||
@@ -223,7 +223,8 @@ namespace OpenSim.Region.Framework | |||
223 | catch (Exception e) | 223 | catch (Exception e) |
224 | { | 224 | { |
225 | m_log.ErrorFormat( | 225 | m_log.ErrorFormat( |
226 | "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); | 226 | "[MODULES]: Could not load types for plugin DLL {0}. Exception {1} {2}", |
227 | pluginAssembly.FullName, e.Message, e.StackTrace); | ||
227 | 228 | ||
228 | // justincc: Right now this is fatal to really get the user's attention | 229 | // justincc: Right now this is fatal to really get the user's attention |
229 | // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to? | 230 | // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to? |
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index cde8d3f..cd6dc95 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -58,17 +58,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
58 | 58 | ||
59 | public class Prioritizer | 59 | public class Prioritizer |
60 | { | 60 | { |
61 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 61 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
62 | 62 | ||
63 | /// <summary> | ||
64 | /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the | ||
65 | /// viewer before child prim updates. | ||
66 | /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up | ||
67 | /// being double. We do it both ways so that there is a still a priority delta even if the priority is already | ||
68 | /// double.MinValue or double.MaxValue. | ||
69 | /// </summary> | ||
70 | private double m_childPrimAdjustmentFactor = 0.05; | ||
71 | |||
72 | private Scene m_scene; | 63 | private Scene m_scene; |
73 | 64 | ||
74 | public Prioritizer(Scene scene) | 65 | public Prioritizer(Scene scene) |
@@ -76,17 +67,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
76 | m_scene = scene; | 67 | m_scene = scene; |
77 | } | 68 | } |
78 | 69 | ||
79 | public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) | 70 | /// <summary> |
71 | /// Returns the priority queue into which the update should be placed. Updates within a | ||
72 | /// queue will be processed in arrival order. There are currently 12 priority queues | ||
73 | /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained | ||
74 | /// for avatar updates. The fair queuing discipline for processing the priority queues | ||
75 | /// assumes that the number of entities in each priority queues increases exponentially. | ||
76 | /// So for example... if queue 1 contains all updates within 10m of the avatar or camera | ||
77 | /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number | ||
78 | /// of updates. | ||
79 | /// </summary> | ||
80 | public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) | ||
80 | { | 81 | { |
81 | double priority = 0; | 82 | // If entity is null we have a serious problem |
82 | |||
83 | if (entity == null) | 83 | if (entity == null) |
84 | return 100000; | 84 | { |
85 | m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); | ||
86 | throw new InvalidOperationException("Prioritization entity not defined"); | ||
87 | } | ||
88 | |||
89 | // If this is an update for our own avatar give it the highest priority | ||
90 | if (client.AgentId == entity.UUID) | ||
91 | return 0; | ||
92 | |||
93 | uint priority; | ||
85 | 94 | ||
86 | switch (m_scene.UpdatePrioritizationScheme) | 95 | switch (m_scene.UpdatePrioritizationScheme) |
87 | { | 96 | { |
88 | case UpdatePrioritizationSchemes.Time: | 97 | case UpdatePrioritizationSchemes.Time: |
89 | priority = GetPriorityByTime(); | 98 | priority = GetPriorityByTime(client, entity); |
90 | break; | 99 | break; |
91 | case UpdatePrioritizationSchemes.Distance: | 100 | case UpdatePrioritizationSchemes.Distance: |
92 | priority = GetPriorityByDistance(client, entity); | 101 | priority = GetPriorityByDistance(client, entity); |
@@ -104,182 +113,119 @@ namespace OpenSim.Region.Framework.Scenes | |||
104 | throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); | 113 | throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); |
105 | } | 114 | } |
106 | 115 | ||
107 | // Adjust priority so that root prims are sent to the viewer first. This is especially important for | ||
108 | // attachments acting as huds, since current viewers fail to display hud child prims if their updates | ||
109 | // arrive before the root one. | ||
110 | if (entity is SceneObjectPart) | ||
111 | { | ||
112 | SceneObjectPart sop = ((SceneObjectPart)entity); | ||
113 | |||
114 | if (sop.IsRoot) | ||
115 | { | ||
116 | if (priority >= double.MinValue + m_childPrimAdjustmentFactor) | ||
117 | priority -= m_childPrimAdjustmentFactor; | ||
118 | } | ||
119 | else | ||
120 | { | ||
121 | if (priority <= double.MaxValue - m_childPrimAdjustmentFactor) | ||
122 | priority += m_childPrimAdjustmentFactor; | ||
123 | } | ||
124 | } | ||
125 | |||
126 | return priority; | 116 | return priority; |
127 | } | 117 | } |
128 | 118 | ||
129 | private double GetPriorityByTime() | 119 | |
120 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) | ||
130 | { | 121 | { |
131 | return DateTime.UtcNow.ToOADate(); | 122 | return 1; |
132 | } | 123 | } |
133 | 124 | ||
134 | private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) | 125 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) |
135 | { | 126 | { |
136 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | 127 | return ComputeDistancePriority(client,entity,false); |
137 | if (presence != null) | 128 | } |
138 | { | 129 | |
139 | // If this is an update for our own avatar give it the highest priority | 130 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) |
140 | if (presence == entity) | 131 | { |
141 | return 0.0; | 132 | return ComputeDistancePriority(client,entity,true); |
142 | |||
143 | // Use the camera position for local agents and avatar position for remote agents | ||
144 | Vector3 presencePos = (presence.IsChildAgent) ? | ||
145 | presence.AbsolutePosition : | ||
146 | presence.CameraPosition; | ||
147 | |||
148 | // Use group position for child prims | ||
149 | Vector3 entityPos; | ||
150 | if (entity is SceneObjectPart) | ||
151 | { | ||
152 | // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene | ||
153 | // before its scheduled update was triggered | ||
154 | //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; | ||
155 | entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | entityPos = entity.AbsolutePosition; | ||
160 | } | ||
161 | |||
162 | return Vector3.DistanceSquared(presencePos, entityPos); | ||
163 | } | ||
164 | |||
165 | return double.NaN; | ||
166 | } | 133 | } |
167 | 134 | ||
168 | private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) | 135 | private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) |
169 | { | 136 | { |
170 | if (entity == null) return double.NaN; | 137 | if (entity == null) return 0; |
138 | |||
139 | uint pqueue = ComputeDistancePriority(client,entity,true); | ||
140 | |||
171 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | 141 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
172 | if (presence != null) | 142 | if (presence != null) |
173 | { | 143 | { |
174 | // If this is an update for our own avatar give it the highest priority | ||
175 | if (presence == entity) | ||
176 | return 0.0; | ||
177 | |||
178 | // Use group position for child prims | ||
179 | Vector3 entityPos = entity.AbsolutePosition; | ||
180 | if (entity is SceneObjectPart) | ||
181 | { | ||
182 | // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene | ||
183 | // before its scheduled update was triggered | ||
184 | //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; | ||
185 | entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; | ||
186 | } | ||
187 | else | ||
188 | { | ||
189 | entityPos = entity.AbsolutePosition; | ||
190 | } | ||
191 | |||
192 | if (!presence.IsChildAgent) | 144 | if (!presence.IsChildAgent) |
193 | { | 145 | { |
194 | // Root agent. Use distance from camera and a priority decrease for objects behind us | 146 | if (entity is SceneObjectPart) |
195 | Vector3 camPosition = presence.CameraPosition; | 147 | { |
196 | Vector3 camAtAxis = presence.CameraAtAxis; | 148 | // Non physical prims are lower priority than physical prims |
197 | 149 | PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; | |
198 | // Distance | 150 | if (physActor == null || !physActor.IsPhysical) |
199 | double priority = Vector3.DistanceSquared(camPosition, entityPos); | 151 | pqueue++; |
200 | 152 | ||
201 | // Plane equation | 153 | // Attachments are high priority, |
202 | float d = -Vector3.Dot(camPosition, camAtAxis); | 154 | // MIC: shouldn't these already be in the highest priority queue already |
203 | float p = Vector3.Dot(camAtAxis, entityPos) + d; | 155 | // since their root position is same as the avatars? |
204 | if (p < 0.0f) priority *= 2.0; | 156 | if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) |
205 | 157 | pqueue = 1; | |
206 | return priority; | 158 | } |
207 | } | ||
208 | else | ||
209 | { | ||
210 | // Child agent. Use the normal distance method | ||
211 | Vector3 presencePos = presence.AbsolutePosition; | ||
212 | |||
213 | return Vector3.DistanceSquared(presencePos, entityPos); | ||
214 | } | 159 | } |
215 | } | 160 | } |
216 | 161 | ||
217 | return double.NaN; | 162 | return pqueue; |
218 | } | 163 | } |
219 | 164 | ||
220 | private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) | 165 | private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) |
221 | { | 166 | { |
222 | // If this is an update for our own avatar give it the highest priority | 167 | // If this is an update for our own avatar give it the highest priority |
223 | if (client.AgentId == entity.UUID) | 168 | if (client.AgentId == entity.UUID) |
224 | return 0.0; | 169 | return 0; |
225 | if (entity == null) | 170 | if (entity == null) |
226 | return double.NaN; | 171 | return 0; |
227 | 172 | ||
173 | // Get this agent's position | ||
228 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | 174 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
229 | if (presence != null) | 175 | if (presence == null) |
230 | { | 176 | { |
231 | // Use group position for child prims | 177 | m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); |
232 | Vector3 entityPos; | 178 | // throw new InvalidOperationException("Prioritization agent not defined"); |
233 | if (entity is SceneObjectPart) | 179 | return Int32.MaxValue; |
234 | entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; | 180 | } |
235 | else | 181 | |
236 | entityPos = entity.AbsolutePosition; | 182 | // Use group position for child prims, since we are putting child prims in |
237 | 183 | // the same queue with the root of the group, the root prim (which goes into | |
238 | if (!presence.IsChildAgent) | 184 | // the queue first) should always be sent first, no need to adjust child prim |
239 | { | 185 | // priorities |
240 | if (entity is ScenePresence) | 186 | Vector3 entityPos = entity.AbsolutePosition; |
241 | return 1.0; | 187 | if (entity is SceneObjectPart) |
242 | 188 | { | |
243 | // Root agent. Use distance from camera and a priority decrease for objects behind us | 189 | SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; |
244 | Vector3 camPosition = presence.CameraPosition; | 190 | if (group != null) |
245 | Vector3 camAtAxis = presence.CameraAtAxis; | 191 | entityPos = group.AbsolutePosition; |
246 | 192 | } | |
247 | // Distance | ||
248 | double priority = Vector3.DistanceSquared(camPosition, entityPos); | ||
249 | |||
250 | // Plane equation | ||
251 | float d = -Vector3.Dot(camPosition, camAtAxis); | ||
252 | float p = Vector3.Dot(camAtAxis, entityPos) + d; | ||
253 | if (p < 0.0f) priority *= 2.0; | ||
254 | 193 | ||
255 | if (entity is SceneObjectPart) | 194 | // Use the camera position for local agents and avatar position for remote agents |
256 | { | 195 | Vector3 presencePos = (presence.IsChildAgent) ? |
257 | if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) | 196 | presence.AbsolutePosition : |
258 | { | 197 | presence.CameraPosition; |
259 | priority = 1.0; | ||
260 | } | ||
261 | else | ||
262 | { | ||
263 | PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; | ||
264 | if (physActor == null || !physActor.IsPhysical) | ||
265 | priority += 100; | ||
266 | } | ||
267 | 198 | ||
268 | if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity) | 199 | // Compute the distance... |
269 | priority +=1; | 200 | double distance = Vector3.Distance(presencePos, entityPos); |
270 | } | ||
271 | return priority; | ||
272 | } | ||
273 | else | ||
274 | { | ||
275 | // Child agent. Use the normal distance method | ||
276 | Vector3 presencePos = presence.AbsolutePosition; | ||
277 | 201 | ||
278 | return Vector3.DistanceSquared(presencePos, entityPos); | 202 | // And convert the distance to a priority queue, this computation gives queues |
279 | } | 203 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
204 | uint pqueue = 1; | ||
205 | for (int i = 0; i < 8; i++) | ||
206 | { | ||
207 | if (distance < 10 * Math.Pow(2.0,i)) | ||
208 | break; | ||
209 | pqueue++; | ||
210 | } | ||
211 | |||
212 | // If this is a root agent, then determine front & back | ||
213 | // Bump up the priority queue (drop the priority) for any objects behind the avatar | ||
214 | if (useFrontBack && ! presence.IsChildAgent) | ||
215 | { | ||
216 | // Root agent, decrease priority for objects behind us | ||
217 | Vector3 camPosition = presence.CameraPosition; | ||
218 | Vector3 camAtAxis = presence.CameraAtAxis; | ||
219 | |||
220 | // Plane equation | ||
221 | float d = -Vector3.Dot(camPosition, camAtAxis); | ||
222 | float p = Vector3.Dot(camAtAxis, entityPos) + d; | ||
223 | if (p < 0.0f) | ||
224 | pqueue++; | ||
280 | } | 225 | } |
281 | 226 | ||
282 | return double.NaN; | 227 | return pqueue; |
283 | } | 228 | } |
229 | |||
284 | } | 230 | } |
285 | } | 231 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 8ceb814..cda8adb 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -10930,12 +10930,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10930 | { | 10930 | { |
10931 | UUID rq = UUID.Random(); | 10931 | UUID rq = UUID.Random(); |
10932 | 10932 | ||
10933 | UUID tid = AsyncCommands. | 10933 | AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString()); |
10934 | DataserverPlugin.RegisterRequest(m_localID, | ||
10935 | m_itemID, rq.ToString()); | ||
10936 | 10934 | ||
10937 | AsyncCommands. | 10935 | AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id))); |
10938 | DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id))); | ||
10939 | 10936 | ||
10940 | return rq.ToString(); | 10937 | return rq.ToString(); |
10941 | } | 10938 | } |
@@ -10949,12 +10946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10949 | { | 10946 | { |
10950 | UUID rq = UUID.Random(); | 10947 | UUID rq = UUID.Random(); |
10951 | 10948 | ||
10952 | UUID tid = AsyncCommands. | 10949 | AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString()); |
10953 | DataserverPlugin.RegisterRequest(m_localID, | ||
10954 | m_itemID, rq.ToString()); | ||
10955 | 10950 | ||
10956 | AsyncCommands. | 10951 | AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id)); |
10957 | DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id)); | ||
10958 | 10952 | ||
10959 | return rq.ToString(); | 10953 | return rq.ToString(); |
10960 | } | 10954 | } |