From d1ebb0a8f91ff61138831b51c04e5c14650f938c Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 30 Jan 2013 15:54:14 +0100 Subject: Change keyframe motion to use a single timer for all objects. This is required to prevent slippage between objects that are meant to move synchronously or keep their relative positions/rotations. --- OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 465 +++++++++++----------- 1 file changed, 229 insertions(+), 236 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index 134a620..5a1fd13 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -22,6 +22,77 @@ using log4net; namespace OpenSim.Region.Framework.Scenes { + public static class KeyframeTimer + { + private static Timer m_timer; + private static Dictionary m_motions = new Dictionary(); + private static object m_lockObject = new object(); + private static object m_timerLock = new object(); + public const double timerInterval = 50.0; + + static KeyframeTimer() + { + m_timer = new Timer(); + m_timer.Interval = timerInterval; + m_timer.AutoReset = true; + m_timer.Elapsed += OnTimer; + + m_timer.Start(); + } + + private static void OnTimer(object sender, ElapsedEventArgs ea) + { + if (!Monitor.TryEnter(m_timerLock)) + return; + + try + { + List motions; + + lock (m_lockObject) + { + motions = new List(m_motions.Keys); + } + + foreach (KeyframeMotion m in motions) + { + try + { + m.OnTimer(); + } + catch (Exception inner) + { + // Don't stop processing + } + } + } + catch (Exception e) + { + // Keep running no matter what + } + finally + { + Monitor.Exit(m_timerLock); + } + } + + public static void Add(KeyframeMotion motion) + { + lock (m_lockObject) + { + m_motions[motion] = null; + } + } + + public static void Remove(KeyframeMotion motion) + { + lock (m_lockObject) + { + m_motions.Remove(motion); + } + } + } + [Serializable] public class KeyframeMotion { @@ -63,18 +134,6 @@ namespace OpenSim.Region.Framework.Scenes private Keyframe[] m_keyframes; - [NonSerialized()] - protected Timer m_timer = null; - - // timer lock - [NonSerialized()] - private object m_onTimerLock; - - // timer overrun detect - // prevents overlap or timer events threads frozen on the lock - [NonSerialized()] - private bool m_inOnTimer; - // skip timer events. //timer.stop doesn't assure there aren't event threads still being fired [NonSerialized()] @@ -102,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes private int m_iterations = 0; - private const double timerInterval = 50.0; + private int m_skipLoops = 0; public DataFormat Data { @@ -139,31 +198,16 @@ namespace OpenSim.Region.Framework.Scenes private void StartTimer() { - if (m_timer == null) - return; + KeyframeTimer.Add(this); m_timerStopped = false; - m_timer.Start(); } private void StopTimer() { - if (m_timer == null || m_timerStopped) - return; m_timerStopped = true; - m_timer.Stop(); + KeyframeTimer.Remove(this); } - private void RemoveTimer() - { - if (m_timer == null) - return; - m_timerStopped = true; - m_timer.Stop(); - m_timer.Elapsed -= OnTimer; - m_timer = null; - } - - public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) { KeyframeMotion newMotion = null; @@ -180,9 +224,7 @@ namespace OpenSim.Region.Framework.Scenes if (grp != null && grp.IsSelected) newMotion.m_selected = true; - newMotion.m_onTimerLock = new object(); newMotion.m_timerStopped = false; - newMotion.m_inOnTimer = false; newMotion.m_isCrossing = false; newMotion.m_waitingCrossing = false; } @@ -196,37 +238,34 @@ namespace OpenSim.Region.Framework.Scenes public void UpdateSceneObject(SceneObjectGroup grp) { -// lock (m_onTimerLock) - { - m_isCrossing = false; - m_waitingCrossing = false; - StopTimer(); - - if (grp == null) - return; + m_isCrossing = false; + m_waitingCrossing = false; + StopTimer(); - m_group = grp; - Vector3 grppos = grp.AbsolutePosition; - Vector3 offset = grppos - m_serializedPosition; - // avoid doing it more than once - // current this will happen draging a prim to other region - m_serializedPosition = grppos; + if (grp == null) + return; - m_basePosition += offset; - m_currentFrame.Position += offset; + m_group = grp; + Vector3 grppos = grp.AbsolutePosition; + Vector3 offset = grppos - m_serializedPosition; + // avoid doing it more than once + // current this will happen draging a prim to other region + m_serializedPosition = grppos; - m_nextPosition += offset; + m_basePosition += offset; + m_currentFrame.Position += offset; - for (int i = 0; i < m_frames.Count; i++) - { - Keyframe k = m_frames[i]; - k.Position += offset; - m_frames[i]=k; - } + m_nextPosition += offset; - if (m_running) - Start(); + for (int i = 0; i < m_frames.Count; i++) + { + Keyframe k = m_frames[i]; + k.Position += offset; + m_frames[i]=k; } + + if (m_running) + Start(); } public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) @@ -241,9 +280,7 @@ namespace OpenSim.Region.Framework.Scenes m_baseRotation = grp.GroupRotation; } - m_onTimerLock = new object(); m_timerStopped = true; - m_inOnTimer = false; m_isCrossing = false; m_waitingCrossing = false; } @@ -296,7 +333,7 @@ namespace OpenSim.Region.Framework.Scenes public void Delete() { m_running = false; - RemoveTimer(); + StopTimer(); m_isCrossing = false; m_waitingCrossing = false; m_frames.Clear(); @@ -309,27 +346,13 @@ namespace OpenSim.Region.Framework.Scenes m_waitingCrossing = false; if (m_keyframes != null && m_group != null && m_keyframes.Length > 0) { - if (m_timer == null) - { - m_timer = new Timer(); - m_timer.Interval = timerInterval; - m_timer.AutoReset = true; - m_timer.Elapsed += OnTimer; - } - else - { - StopTimer(); - m_timer.Interval = timerInterval; - } - - m_inOnTimer = false; StartTimer(); m_running = true; } else { m_running = false; - RemoveTimer(); + StopTimer(); } } @@ -339,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes m_isCrossing = false; m_waitingCrossing = false; - RemoveTimer(); + StopTimer(); m_basePosition = m_group.AbsolutePosition; m_baseRotation = m_group.GroupRotation; @@ -354,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes public void Pause() { m_running = false; - RemoveTimer(); + StopTimer(); m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.AngularVelocity = Vector3.Zero; @@ -377,15 +400,11 @@ namespace OpenSim.Region.Framework.Scenes int start = 0; int end = m_keyframes.Length; -// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1) -// end = m_keyframes.Length - 1; if (direction < 0) { start = m_keyframes.Length - 1; end = -1; -// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1) -// end = 0; } for (int i = start; i != end ; i += direction) @@ -463,199 +482,172 @@ namespace OpenSim.Region.Framework.Scenes } } - protected void OnTimer(object sender, ElapsedEventArgs e) + public void OnTimer() { - if (m_timerStopped) // trap events still in air even after a timer.stop - return; - - if (m_inOnTimer) // don't let overruns to happen + if (m_skipLoops > 0) { - m_log.Warn("[KeyFrame]: timer overrun"); + m_skipLoops--; return; } + if (m_timerStopped) // trap events still in air even after a timer.stop + return; + if (m_group == null) return; - lock (m_onTimerLock) - { + bool update = false; - m_inOnTimer = true; + if (m_selected) + { + if (m_group.RootPart.Velocity != Vector3.Zero) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); - bool update = false; + } + return; + } - try + if (m_isCrossing) + { + // if crossing and timer running then cross failed + // wait some time then + // retry to set the position that evtually caused the outbound + // if still outside region this will call startCrossing below + m_isCrossing = false; + m_group.AbsolutePosition = m_nextPosition; + if (!m_isCrossing) { - if (m_selected) - { - if (m_group.RootPart.Velocity != Vector3.Zero) - { - m_group.RootPart.Velocity = Vector3.Zero; - m_group.SendGroupRootTerseUpdate(); -// m_group.RootPart.ScheduleTerseUpdate(); + StopTimer(); + StartTimer(); + } + return; + } - } - m_inOnTimer = false; - return; - } + if (m_frames.Count == 0) + { + GetNextList(); - if (m_isCrossing) - { - // if crossing and timer running then cross failed - // wait some time then - // retry to set the position that evtually caused the outbound - // if still outside region this will call startCrossing below - m_isCrossing = false; - m_group.AbsolutePosition = m_nextPosition; - if (!m_isCrossing) - { - StopTimer(); - m_timer.Interval = timerInterval; - StartTimer(); - } - m_inOnTimer = false; - return; - } + if (m_frames.Count == 0) + { + Stop(); + Scene scene = m_group.Scene; - if (m_frames.Count == 0) + IScriptModule[] scriptModules = scene.RequestModuleInterfaces(); + foreach (IScriptModule m in scriptModules) { - GetNextList(); + if (m == null) + continue; + m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); + } - if (m_frames.Count == 0) - { - Stop(); - m_inOnTimer = false; - Scene scene = m_group.Scene; - - IScriptModule[] scriptModules = scene.RequestModuleInterfaces(); - foreach (IScriptModule m in scriptModules) - { - if (m == null) - continue; - m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); - } - - return; - } + return; + } - m_currentFrame = m_frames[0]; - m_currentFrame.TimeMS += (int)timerInterval; + m_currentFrame = m_frames[0]; + m_currentFrame.TimeMS += (int)KeyframeTimer.timerInterval; - //force a update on a keyframe transition - update = true; - } + //force a update on a keyframe transition + update = true; + } - m_currentFrame.TimeMS -= (int)timerInterval; + m_currentFrame.TimeMS -= (int)KeyframeTimer.timerInterval; - // Do the frame processing - double steps = (double)m_currentFrame.TimeMS / timerInterval; + // Do the frame processing + double steps = (double)m_currentFrame.TimeMS / KeyframeTimer.timerInterval; - if (steps <= 0.0) - { - m_group.RootPart.Velocity = Vector3.Zero; - m_group.RootPart.AngularVelocity = Vector3.Zero; + if (steps <= 0.0) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.RootPart.AngularVelocity = Vector3.Zero; - m_nextPosition = (Vector3)m_currentFrame.Position; - m_group.AbsolutePosition = m_nextPosition; + m_nextPosition = (Vector3)m_currentFrame.Position; + m_group.AbsolutePosition = m_nextPosition; - // we are sending imediate updates, no doing force a extra terseUpdate -// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); + // we are sending imediate updates, no doing force a extra terseUpdate + // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); - m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; - m_frames.RemoveAt(0); - if (m_frames.Count > 0) - m_currentFrame = m_frames[0]; + m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; + m_frames.RemoveAt(0); + if (m_frames.Count > 0) + m_currentFrame = m_frames[0]; - update = true; - } - else - { - float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; + update = true; + } + else + { + float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; - Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; - Vector3 motionThisFrame = v / (float)steps; - v = v * 1000 / m_currentFrame.TimeMS; + Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; + Vector3 motionThisFrame = v / (float)steps; + v = v * 1000 / m_currentFrame.TimeMS; - if (Vector3.Mag(motionThisFrame) >= 0.05f) - { - // m_group.AbsolutePosition += motionThisFrame; - m_nextPosition = m_group.AbsolutePosition + motionThisFrame; - m_group.AbsolutePosition = m_nextPosition; + if (Vector3.Mag(motionThisFrame) >= 0.05f) + { + // m_group.AbsolutePosition += motionThisFrame; + m_nextPosition = m_group.AbsolutePosition + motionThisFrame; + m_group.AbsolutePosition = m_nextPosition; - m_group.RootPart.Velocity = v; - update = true; - } + m_group.RootPart.Velocity = v; + update = true; + } - if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) - { - Quaternion current = m_group.GroupRotation; + if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) + { + Quaternion current = m_group.GroupRotation; - Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); - step.Normalize(); + Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); + step.Normalize(); /* use simpler change detection - * float angle = 0; - - float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; - float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; - float aa_bb = aa * bb; - - if (aa_bb == 0) - { - angle = 0; - } - else - { - float ab = current.X * step.X + - current.Y * step.Y + - current.Z * step.Z + - current.W * step.W; - float q = (ab * ab) / aa_bb; - - if (q > 1.0f) - { - angle = 0; - } - else - { - angle = (float)Math.Acos(2 * q - 1); - } - } - - if (angle > 0.01f) - */ - if(Math.Abs(step.X - current.X) > 0.001f - || Math.Abs(step.Y - current.Y) > 0.001f - || Math.Abs(step.Z - current.Z) > 0.001f) - // assuming w is a dependente var +* float angle = 0; - { -// m_group.UpdateGroupRotationR(step); - m_group.RootPart.RotationOffset = step; + float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; + float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; + float aa_bb = aa * bb; + + if (aa_bb == 0) + { + angle = 0; + } + else + { + float ab = current.X * step.X + + current.Y * step.Y + + current.Z * step.Z + + current.W * step.W; + float q = (ab * ab) / aa_bb; - //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); - update = true; - } + if (q > 1.0f) + { + angle = 0; + } + else + { + angle = (float)Math.Acos(2 * q - 1); } } - if (update) - m_group.SendGroupRootTerseUpdate(); -// m_group.RootPart.ScheduleTerseUpdate(); + if (angle > 0.01f) +*/ + if(Math.Abs(step.X - current.X) > 0.001f + || Math.Abs(step.Y - current.Y) > 0.001f + || Math.Abs(step.Z - current.Z) > 0.001f) + // assuming w is a dependente var + { +// m_group.UpdateGroupRotationR(step); + m_group.RootPart.RotationOffset = step; + //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); + update = true; + } } - catch ( Exception ex) - { - // still happening sometimes - // lets try to see where - m_log.Warn("[KeyFrame]: timer overrun" + ex.Message); - } + } - finally - { - // make sure we do not let this frozen - m_inOnTimer = false; - } + if (update) + { + m_group.SendGroupRootTerseUpdate(); } } @@ -687,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes m_isCrossing = true; m_waitingCrossing = true; -// to remove / retune to smoth crossings + // to remove / retune to smoth crossings if (m_group.RootPart.Velocity != Vector3.Zero) { m_group.RootPart.Velocity = Vector3.Zero; @@ -706,9 +698,10 @@ namespace OpenSim.Region.Framework.Scenes m_group.SendGroupRootTerseUpdate(); // m_group.RootPart.ScheduleTerseUpdate(); - if (m_running && m_timer != null) + if (m_running) { - m_timer.Interval = 60000; + StopTimer(); + m_skipLoops = 1200; // 60 seconds StartTimer(); } } -- cgit v1.1