From 007912d6f4810192853c4aeee5f9834de748f2b2 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sat, 11 Sep 2010 23:41:48 -0700 Subject: Shuffling fields and properties around in Scene to make Scene.cs more readable --- OpenSim/Region/Framework/Scenes/Scene.cs | 262 +++++++++++++++---------------- 1 file changed, 124 insertions(+), 138 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6fa78e0..46b84bb 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -57,55 +57,21 @@ namespace OpenSim.Region.Framework.Scenes public partial class Scene : SceneBase { - public delegate void SynchronizeSceneHandler(Scene scene); - public SynchronizeSceneHandler SynchronizeScene = null; - - /* Used by the loadbalancer plugin on GForge */ - protected int m_splitRegionID = 0; - public int SplitRegionID - { - get { return m_splitRegionID; } - set { m_splitRegionID = value; } - } - private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; - #region Fields + public delegate void SynchronizeSceneHandler(Scene scene); - protected Timer m_restartWaitTimer = new Timer(); + #region Fields + public SynchronizeSceneHandler SynchronizeScene; public SimStatsReporter StatsReporter; - - protected List m_regionRestartNotifyList = new List(); - protected List m_neighbours = new List(); - - private volatile int m_bordersLocked = 0; - public bool BordersLocked - { - get { return m_bordersLocked == 1; } - set - { - if (value == true) - m_bordersLocked = 1; - else - m_bordersLocked = 0; - } - } public List NorthBorders = new List(); public List EastBorders = new List(); public List SouthBorders = new List(); public List WestBorders = new List(); - /// - /// The scene graph for this scene - /// - /// TODO: Possibly stop other classes being able to manipulate this directly. - private SceneGraph m_sceneGraph; - - /// - /// Are we applying physics to any of the prims in this scene? - /// + /// Are we applying physics to any of the prims in this scene? public bool m_physicalPrim; public float m_maxNonphys = 256; public float m_maxPhys = 10; @@ -119,24 +85,127 @@ namespace OpenSim.Region.Framework.Scenes // root agents when ACL denies access to root agent public bool m_strictAccessControl = true; public int MaxUndoCount = 5; + public bool LoginsDisabled = true; + public bool LoadingPrims; + public IXfer XferManager; + + // the minimum time that must elapse before a changed object will be considered for persisted + public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; + // the maximum time that must elapse before a changed object will be considered for persisted + public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; + + protected int m_splitRegionID; + protected Timer m_restartWaitTimer = new Timer(); + protected List m_regionRestartNotifyList = new List(); + protected List m_neighbours = new List(); + protected string m_simulatorVersion = "OpenSimulator Server"; + protected ModuleLoader m_moduleLoader; + protected StorageManager m_storageManager; + protected AgentCircuitManager m_authenticateHandler; + protected SceneCommunicationService m_sceneGridService; + + protected IAssetService m_AssetService; + protected IAuthorizationService m_AuthorizationService; + protected IInventoryService m_InventoryService; + protected IGridService m_GridService; + protected ILibraryService m_LibraryService; + protected ISimulationService m_simulationService; + protected IAuthenticationService m_AuthenticationService; + protected IPresenceService m_PresenceService; + protected IUserAccountService m_UserAccountService; + protected IAvatarService m_AvatarService; + protected IGridUserService m_GridUserService; + + protected IXMLRPC m_xmlrpcModule; + protected IWorldComm m_worldCommModule; + protected IAvatarFactory m_AvatarFactory; + protected IConfigSource m_config; + protected IRegionSerialiserModule m_serialiser; + protected IDialogModule m_dialogModule; + protected IEntityTransferModule m_teleportModule; + protected ICapabilitiesModule m_capsModule; + // Central Update Loop + protected int m_fps = 10; + protected uint m_frame; + protected float m_timespan = 0.089f; + protected DateTime m_lastupdate = DateTime.UtcNow; + + // TODO: Possibly stop other classes being able to manipulate this directly. + private SceneGraph m_sceneGraph; + private volatile int m_bordersLocked; private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private int m_incrementsof15seconds; private volatile bool m_backingup; - private Dictionary m_returns = new Dictionary(); private Dictionary m_groupsWithTargets = new Dictionary(); + private Object m_heartbeatLock = new Object(); - protected string m_simulatorVersion = "OpenSimulator Server"; + private int m_update_physics = 1; + private int m_update_entitymovement = 1; + private int m_update_objects = 1; // Update objects which have scheduled themselves for updates + private int m_update_presences = 1; // Update scene presence movements + private int m_update_events = 1; + private int m_update_backup = 200; + private int m_update_terrain = 50; + private int m_update_land = 1; + private int m_update_coarse_locations = 50; - protected ModuleLoader m_moduleLoader; - protected StorageManager m_storageManager; - protected AgentCircuitManager m_authenticateHandler; + private int frameMS; + private int physicsMS2; + private int physicsMS; + private int otherMS; + private int tempOnRezMS; + private int eventMS; + private int backupMS; + private int terrainMS; + private int landMS; + private int lastCompletedFrame; - protected SceneCommunicationService m_sceneGridService; - public bool LoginsDisabled = true; - public bool LoadingPrims = false; + private bool m_physics_enabled = true; + private bool m_scripts_enabled = true; + private string m_defaultScriptEngine; + private int m_LastLogin; + private Thread HeartbeatThread; + private volatile bool shuttingdown; + + private int m_lastUpdate; + private bool m_firstHeartbeat = true; + private object m_deleting_scene_object = new object(); + + private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; + private bool m_reprioritizationEnabled = true; + private double m_reprioritizationInterval = 5000.0; + private double m_rootReprioritizationDistance = 10.0; + private double m_childReprioritizationDistance = 20.0; + + private Timer m_mapGenerationTimer = new Timer(); + private bool m_generateMaptiles; + + #endregion Fields + + #region Properties + + /* Used by the loadbalancer plugin on GForge */ + public int SplitRegionID + { + get { return m_splitRegionID; } + set { m_splitRegionID = value; } + } + + public bool BordersLocked + { + get { return m_bordersLocked == 1; } + set + { + if (value == true) + m_bordersLocked = 1; + else + m_bordersLocked = 0; + } + } + public new float TimeDilation { get { return m_sceneGraph.PhysicsScene.TimeDilation; } @@ -147,13 +216,6 @@ namespace OpenSim.Region.Framework.Scenes get { return m_sceneGridService; } } - public IXfer XferManager; - - protected IAssetService m_AssetService; - protected IAuthorizationService m_AuthorizationService; - - private Object m_heartbeatLock = new Object(); - public IAssetService AssetService { get @@ -191,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IInventoryService m_InventoryService; - public IInventoryService InventoryService { get @@ -211,8 +271,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IGridService m_GridService; - public IGridService GridService { get @@ -231,8 +289,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected ILibraryService m_LibraryService; - public ILibraryService LibraryService { get @@ -244,7 +300,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected ISimulationService m_simulationService; public ISimulationService SimulationService { get @@ -255,7 +310,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IAuthenticationService m_AuthenticationService; public IAuthenticationService AuthenticationService { get @@ -266,7 +320,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IPresenceService m_PresenceService; public IPresenceService PresenceService { get @@ -276,7 +329,7 @@ namespace OpenSim.Region.Framework.Scenes return m_PresenceService; } } - protected IUserAccountService m_UserAccountService; + public IUserAccountService UserAccountService { get @@ -287,8 +340,7 @@ namespace OpenSim.Region.Framework.Scenes } } - protected OpenSim.Services.Interfaces.IAvatarService m_AvatarService; - public OpenSim.Services.Interfaces.IAvatarService AvatarService + public IAvatarService AvatarService { get { @@ -298,7 +350,6 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IGridUserService m_GridUserService; public IGridUserService GridUserService { get @@ -309,58 +360,18 @@ namespace OpenSim.Region.Framework.Scenes } } - protected IXMLRPC m_xmlrpcModule; - protected IWorldComm m_worldCommModule; public IAttachmentsModule AttachmentsModule { get; set; } - protected IAvatarFactory m_AvatarFactory; + public IAvatarFactory AvatarFactory { get { return m_AvatarFactory; } } - protected IConfigSource m_config; - protected IRegionSerialiserModule m_serialiser; - protected IDialogModule m_dialogModule; - protected IEntityTransferModule m_teleportModule; - protected ICapabilitiesModule m_capsModule; public ICapabilitiesModule CapsModule { get { return m_capsModule; } } - protected override IConfigSource GetConfig() - { - return m_config; - } - - // Central Update Loop - - protected int m_fps = 10; - protected uint m_frame; - protected float m_timespan = 0.089f; - protected DateTime m_lastupdate = DateTime.UtcNow; - - private int m_update_physics = 1; - private int m_update_entitymovement = 1; - private int m_update_objects = 1; // Update objects which have scheduled themselves for updates - private int m_update_presences = 1; // Update scene presence movements - private int m_update_events = 1; - private int m_update_backup = 200; - private int m_update_terrain = 50; - private int m_update_land = 1; - private int m_update_coarse_locations = 50; - - private int frameMS; - private int physicsMS2; - private int physicsMS; - private int otherMS; - private int tempOnRezMS; - private int eventMS; - private int backupMS; - private int terrainMS; - private int landMS; - private int lastCompletedFrame; - public int MonitorFrameTime { get { return frameMS; } } public int MonitorPhysicsUpdateTime { get { return physicsMS; } } public int MonitorPhysicsSyncTime { get { return physicsMS2; } } @@ -372,36 +383,6 @@ namespace OpenSim.Region.Framework.Scenes public int MonitorLandTime { get { return landMS; } } public int MonitorLastFrameTick { get { return lastCompletedFrame; } } - private bool m_physics_enabled = true; - private bool m_scripts_enabled = true; - private string m_defaultScriptEngine; - private int m_LastLogin; - private Thread HeartbeatThread; - private volatile bool shuttingdown; - - private int m_lastUpdate; - private bool m_firstHeartbeat = true; - - private object m_deleting_scene_object = new object(); - - // the minimum time that must elapse before a changed object will be considered for persisted - public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; - // the maximum time that must elapse before a changed object will be considered for persisted - public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; - - private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; - private bool m_reprioritizationEnabled = true; - private double m_reprioritizationInterval = 5000.0; - private double m_rootReprioritizationDistance = 10.0; - private double m_childReprioritizationDistance = 20.0; - - private Timer m_mapGenerationTimer = new Timer(); - bool m_generateMaptiles = false; - - #endregion - - #region Properties - public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } } public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } @@ -481,7 +462,7 @@ namespace OpenSim.Region.Framework.Scenes set { m_sceneGraph.RestorePresences = value; } } - #endregion + #endregion Properties #region Constructors @@ -3954,6 +3935,11 @@ namespace OpenSim.Region.Framework.Scenes #region Other Methods + protected override IConfigSource GetConfig() + { + return m_config; + } + #endregion public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) -- cgit v1.1