From 7acade00b9b34403e63656d5e2efc94322342653 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 21 Mar 2011 23:26:35 +0000 Subject: On initial setup, include estate and regions names in questions to make it clearer what they relate to. --- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 1a6a70b..4d2519d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1109,7 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes // while (m_regInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) { - MainConsole.Instance.Output("The current estate has no owner set."); + MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", m_regInfo.EstateSettings.EstateName); List excluded = new List(new char[1]{' '}); string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); -- cgit v1.1 From b34743e5fe6b0783caa62c014ff86e2ec76c8184 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 22 Mar 2011 23:47:36 +0000 Subject: Add an initial confidence-building TestAddObject() for prim counts. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 734ba22..eca2786 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -627,7 +627,7 @@ namespace OpenSim.Region.Framework.Scenes if (!Entities.Remove(agentID)) { m_log.WarnFormat( - "[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", + "[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID); } @@ -650,7 +650,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); + m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); } } } @@ -1079,7 +1079,8 @@ namespace OpenSim.Region.Framework.Scenes catch (Exception e) { // Catch it and move on. This includes situations where splist has inconsistent info - m_log.WarnFormat("[SCENE]: Problem processing action in ForEachSOG: ", e.ToString()); + m_log.WarnFormat( + "[SCENEGRAPH]: Problem processing action in ForEachSOG: {0} {1}", e.Message, e.StackTrace); } } } @@ -1103,8 +1104,8 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Info("[BUG] in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); - m_log.Info("[BUG] Stack Trace: " + e.StackTrace); + m_log.Info("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); + m_log.Info("[SCENEGRAPH]: Stack Trace: " + e.StackTrace); } }); Parallel.ForEach(GetScenePresences(), protectedAction); @@ -1119,7 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Info("[BUG] in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); + m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); } } } -- cgit v1.1 From d011896341d09ce6c10a801264e663b6a19f0b48 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 23 Mar 2011 21:50:56 +0000 Subject: Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 30 +++++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 18 ++++++++++++--- 2 files changed, 45 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index c321a15..fd62535 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -242,7 +242,15 @@ namespace OpenSim.Region.Framework.Scenes public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); public event EstateToolsSunUpdate OnEstateToolsSunUpdate; + + /// + /// Triggered when an object is added to the scene. + /// + public event Action OnObjectAddedToScene; + /// + /// Triggered when an object is removed from the scene. + /// public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene; @@ -345,6 +353,7 @@ namespace OpenSim.Region.Framework.Scenes public delegate void Attach(uint localID, UUID itemID, UUID avatarID); public event Attach OnAttach; + /// /// Called immediately after an object is loaded from storage. /// @@ -800,6 +809,27 @@ namespace OpenSim.Region.Framework.Scenes } } + public void TriggerObjectAddedToScene(SceneObjectGroup obj) + { + Action handler = OnObjectAddedToScene; + if (handler != null) + { + foreach (Action d in handler.GetInvocationList()) + { + try + { + d(obj); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[EVENT MANAGER]: Delegate for TriggerObjectAddedToScene failed - continuing. {0} {1}", + e.Message, e.StackTrace); + } + } + } + } + public void TriggerObjectBeingRemovedFromScene(SceneObjectGroup obj) { ObjectBeingRemovedFromScene handlerObjectBeingRemovedFromScene = OnObjectBeingRemovedFromScene; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 4d2519d..d407a6f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1956,8 +1956,14 @@ namespace OpenSim.Region.Framework.Scenes /// If false, it is left to the caller to schedule the update /// public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) - { - return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); + { + if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates)) + { + EventManager.TriggerObjectAddedToScene(sceneObject); + return true; + } + + return false; } /// @@ -1974,7 +1980,13 @@ namespace OpenSim.Region.Framework.Scenes public bool AddNewSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) { - return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel); + if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) + { + EventManager.TriggerObjectAddedToScene(sceneObject); + return true; + } + + return false; } /// -- cgit v1.1 From f30bf429c274c9d6d0cfc99513820f759ca94d3e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 26 Mar 2011 00:42:48 +0000 Subject: refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 60 +++++++++++++-------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index eca2786..345ed7a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -89,8 +89,8 @@ namespace OpenSim.Region.Framework.Scenes protected internal PhysicsScene _PhyScene; - protected internal Dictionary SceneObjectGroupsByLocalID = new Dictionary(); - protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByFullPartID = new Dictionary(); private Object m_updateLock = new Object(); @@ -131,10 +131,10 @@ namespace OpenSim.Region.Framework.Scenes m_scenePresenceArray = newlist; } - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.Clear(); - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID.Clear(); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.Clear(); + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID.Clear(); Entities.Clear(); } @@ -384,18 +384,18 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectCreate != null) OnObjectCreate(sceneObject); - lock (SceneObjectGroupsByFullID) + lock (SceneObjectGroupsByFullPartID) { - SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; foreach (SceneObjectPart part in children) - SceneObjectGroupsByFullID[part.UUID] = sceneObject; + SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; } - lock (SceneObjectGroupsByLocalID) + lock (SceneObjectGroupsByLocalPartID) { - SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; + SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject; foreach (SceneObjectPart part in children) - SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; + SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; } return true; @@ -427,20 +427,20 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); - lock (SceneObjectGroupsByFullID) + lock (SceneObjectGroupsByFullPartID) { SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) - SceneObjectGroupsByFullID.Remove(parts[i].UUID); - SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID); + SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); + SceneObjectGroupsByFullPartID.Remove(grp.RootPart.UUID); } - lock (SceneObjectGroupsByLocalID) + lock (SceneObjectGroupsByLocalPartID) { SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) - SceneObjectGroupsByLocalID.Remove(parts[i].LocalId); - SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId); + SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); + SceneObjectGroupsByLocalPartID.Remove(grp.RootPart.LocalId); } return Entities.Remove(uuid); @@ -854,14 +854,14 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); SceneObjectGroup sog; - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID.TryGetValue(localID, out sog); + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog); if (sog != null) { if (sog.HasChildPrim(localID)) return sog; - SceneObjectGroupsByLocalID.Remove(localID); + SceneObjectGroupsByLocalPartID.Remove(localID); } EntityBase[] entityList = GetEntities(); @@ -873,8 +873,8 @@ namespace OpenSim.Region.Framework.Scenes sog = (SceneObjectGroup)ent; if (sog.HasChildPrim(localID)) { - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID[localID] = sog; + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID[localID] = sog; return sog; } } @@ -891,16 +891,16 @@ namespace OpenSim.Region.Framework.Scenes private SceneObjectGroup GetGroupByPrim(UUID fullID) { SceneObjectGroup sog; - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.TryGetValue(fullID, out sog); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.TryGetValue(fullID, out sog); if (sog != null) { if (sog.ContainsPart(fullID)) return sog; - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.Remove(fullID); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.Remove(fullID); } EntityBase[] entityList = GetEntities(); @@ -911,8 +911,8 @@ namespace OpenSim.Region.Framework.Scenes sog = (SceneObjectGroup)ent; if (sog.HasChildPrim(fullID)) { - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID[fullID] = sog; + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID[fullID] = sog; return sog; } } @@ -1069,7 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void ForEachSOG(Action action) { - List objlist = new List(SceneObjectGroupsByFullID.Values); + List objlist = new List(SceneObjectGroupsByFullPartID.Values); foreach (SceneObjectGroup obj in objlist) { try -- cgit v1.1 From 26d16567e1e2bf28a3eafce6d3acf8d9646aaf84 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 26 Mar 2011 00:53:19 +0000 Subject: Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 30 ++++++++++++++++++++++----- 1 file changed, 25 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 345ed7a..1621398 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -88,9 +88,21 @@ namespace OpenSim.Region.Framework.Scenes protected internal object m_syncRoot = new object(); protected internal PhysicsScene _PhyScene; - - protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by the root part's UUID. + /// + protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by that part's UUID. + /// protected internal Dictionary SceneObjectGroupsByFullPartID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by that part's local ID. + /// + protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); private Object m_updateLock = new Object(); @@ -131,6 +143,8 @@ namespace OpenSim.Region.Framework.Scenes m_scenePresenceArray = newlist; } + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID.Clear(); lock (SceneObjectGroupsByFullPartID) SceneObjectGroupsByFullPartID.Clear(); lock (SceneObjectGroupsByLocalPartID) @@ -384,6 +398,9 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectCreate != null) OnObjectCreate(sceneObject); + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + lock (SceneObjectGroupsByFullPartID) { SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; @@ -426,6 +443,9 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); + + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID.Remove(grp.UUID); lock (SceneObjectGroupsByFullPartID) { @@ -1064,12 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Performs action on all scene object groups. + /// Performs action once on all scene object groups. /// /// protected internal void ForEachSOG(Action action) { - List objlist = new List(SceneObjectGroupsByFullPartID.Values); + // FIXME: Need to lock here, really. + List objlist = new List(SceneObjectGroupsByFullID.Values); foreach (SceneObjectGroup obj in objlist) { try @@ -1084,7 +1105,6 @@ namespace OpenSim.Region.Framework.Scenes } } } - /// /// Performs action on all scene presences. This can ultimately run the actions in parallel but -- cgit v1.1 From f2d2470c256486df585705313a7fdfdf3d344c1f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 26 Mar 2011 02:24:32 +0000 Subject: When an object is duplicated, add it to the full/local id SOG indexes as well as Entities --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 30 ++++++++++++++++++++++++++- 1 file changed, 29 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 1621398..60855b2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -363,6 +363,10 @@ namespace OpenSim.Region.Framework.Scenes if (Entities.ContainsKey(sceneObject.UUID)) return false; + +// m_log.DebugFormat( +// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", +// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName); SceneObjectPart[] children = sceneObject.Parts; @@ -1798,7 +1802,10 @@ namespace OpenSim.Region.Framework.Scenes /// public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { - //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); +// m_log.DebugFormat( +// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", +// originalPrimID, offset, AgentID); + SceneObjectGroup original = GetGroupByPrim(originalPrimID); if (original != null) { @@ -1829,7 +1836,28 @@ namespace OpenSim.Region.Framework.Scenes copy.RootPart.SalePrice = 10; } + // FIXME: This section needs to be refactored so that it just calls AddSceneObject() Entities.Add(copy); + + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID[copy.UUID] = copy; + + SceneObjectPart[] children = copy.Parts; + + lock (SceneObjectGroupsByFullPartID) + { + SceneObjectGroupsByFullPartID[copy.UUID] = copy; + foreach (SceneObjectPart part in children) + SceneObjectGroupsByFullPartID[part.UUID] = copy; + } + + lock (SceneObjectGroupsByLocalPartID) + { + SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; + foreach (SceneObjectPart part in children) + SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; + } + // PROBABLE END OF FIXME // Since we copy from a source group that is in selected // state, but the copy is shown deselected in the viewer, -- cgit v1.1 From 8022400bd4c852c3faf0db61006a2c60f5200342 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 31 Mar 2011 22:16:09 +0100 Subject: Remove unused Datastore parameter from RegionInfo (legacy from early 2008) --- OpenSim/Region/Framework/Scenes/Scene.cs | 1 - OpenSim/Region/Framework/Scenes/SceneBase.cs | 2 -- 2 files changed, 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d407a6f..353b7c2 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -563,7 +563,6 @@ namespace OpenSim.Region.Framework.Scenes m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; - m_datastore = m_regInfo.DataStore; m_lastUpdate = Util.EnvironmentTickCount(); m_physicalPrim = physicalPrim; diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index f343bc8..c4547f2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -136,8 +136,6 @@ namespace OpenSim.Region.Framework.Scenes get { return m_permissions; } } - protected string m_datastore; - /* Used by the loadbalancer plugin on GForge */ protected RegionStatus m_regStatus; public RegionStatus RegionStatus -- cgit v1.1 From 3a113f9902b859d11c200f9b0db06c2317eb53cc Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 1 Apr 2011 22:04:29 +0100 Subject: A stab at making CHANGED_OWNER work --- OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index fa404c0..3281eab 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -175,12 +175,12 @@ namespace OpenSim.Region.Framework.Scenes foreach (TaskInventoryItem item in items) { if (ownerId != item.OwnerID) - { item.LastOwnerID = item.OwnerID; - item.OwnerID = ownerId; - item.PermsMask = 0; - item.PermsGranter = UUID.Zero; - } + + item.OwnerID = ownerId; + item.PermsMask = 0; + item.PermsGranter = UUID.Zero; + item.OwnerChanged = true; } } -- cgit v1.1 From e8e940e33e458622ef3c1f6fbd206fcf13b2f700 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 3 Apr 2011 13:50:19 +0200 Subject: Make CHANGED_OWNER work for deeding and god-mode in-world change --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index fcbcf59..73dd531 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2069,7 +2069,10 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] partList = sog.Parts; foreach (SceneObjectPart child in partList) + { child.Inventory.ChangeInventoryOwner(ownerID); + child.TriggerScriptChangedEvent(Changed.OWNER); + } } else { @@ -2085,6 +2088,7 @@ namespace OpenSim.Region.Framework.Scenes { child.LastOwnerID = child.OwnerID; child.Inventory.ChangeInventoryOwner(groupID); + child.TriggerScriptChangedEvent(Changed.OWNER); } sog.SetOwnerId(groupID); -- cgit v1.1 From b385d4aa036ad7bf58d033a9923452535c82ef69 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 7 Oct 2010 01:13:17 +0200 Subject: Implement taking of coalesced objects. WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not. --- OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | 4 ++-- OpenSim/Region/Framework/Scenes/Scene.cs | 9 +++++++++ 2 files changed, 11 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs index 64567db..8feb022 100644 --- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs @@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes x = m_inventoryDeletes.Dequeue(); m_log.DebugFormat( - "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); + "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count); try { @@ -177,4 +177,4 @@ namespace OpenSim.Region.Framework.Scenes return false; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 353b7c2..35a798e 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4865,8 +4865,17 @@ namespace OpenSim.Region.Framework.Scenes { float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; + Vector3 vec = g.AbsolutePosition; + g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); + ominX += vec.X; + omaxX += vec.X; + ominY += vec.Y; + omaxY += vec.Y; + ominZ += vec.Z; + omaxZ += vec.Z; + if (minX > ominX) minX = ominX; if (minY > ominY) -- cgit v1.1 From 0e465da187c93e7ff21f91742f75ee9f3b76b04e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Apr 2011 21:25:54 +0100 Subject: remove now unused individual LandData prim counts. However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place. --- OpenSim/Region/Framework/Scenes/Scene.cs | 14 -------------- 1 file changed, 14 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 35a798e..a62d6d7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1428,20 +1428,6 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Recount SceneObjectPart in parcel aabb - /// - private void UpdateLand() - { - if (LandChannel != null) - { - if (LandChannel.IsLandPrimCountTainted()) - { - EventManager.TriggerParcelPrimCountUpdate(); - } - } - } - - /// /// Update the terrain if it needs to be updated. /// private void UpdateTerrain() -- cgit v1.1 From 2497962360258eb6cb1a78c7b4d5227d88eabb87 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Apr 2011 22:25:00 +0100 Subject: Change some text to make the autoreturn mechanism more obvious, and align with the fact that it's one word rather than two. --- OpenSim/Region/Framework/Scenes/Scene.cs | 5 ++++- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 6 ++++-- 2 files changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a62d6d7..f0acc38 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1521,8 +1521,11 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Return object to avatar Message + /// Tell an agent that their object has been returned. /// + /// + /// The actual return is handled by the caller. + /// /// Avatar Unique Id /// Name of object returned /// Location of object returned diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index f17fb28..a7107f0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1313,8 +1313,10 @@ namespace OpenSim.Region.Framework.Scenes parcel.LandData.OtherCleanTime) { DetachFromBackup(); - m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString()); - m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return"); + m_log.DebugFormat( + "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", + RootPart.UUID); + m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel autoreturn"); m_scene.DeRezObjects(null, new List() { RootPart.LocalId }, UUID.Zero, DeRezAction.Return, UUID.Zero); -- cgit v1.1 From 8318915d7ec7ed3bd25ff1027a9a8dfb695f2609 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Apr 2011 20:45:59 +0100 Subject: Signal prim count taint if the AbsolutePosition of a scene object changes. This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index a7107f0..ca7d9d9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -325,6 +325,8 @@ namespace OpenSim.Region.Framework.Scenes //m_rootPart.GroupPosition.Z); //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); //} + + m_scene.EventManager.TriggerParcelPrimCountTainted(); } } -- cgit v1.1 From 9bc2705f37bfc057cdb74a4479d1c72fda4e0aa9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Apr 2011 20:52:36 +0100 Subject: Fix bug where on duplication, the root part local id was continually used in populating the local id scene object index instead of each part's local id --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 60855b2..97af0a0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1855,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; foreach (SceneObjectPart part in children) - SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; + SceneObjectGroupsByLocalPartID[part.LocalId] = copy; } // PROBABLE END OF FIXME -- cgit v1.1 From 77cf9405de10f016d85d67b6016ed27d28ed898f Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 28 Mar 2011 10:00:53 -0700 Subject: Implements adaptive queue management and fair queueing for improved networking performance. Reprioritization algorithms need to be ported still. One is in place. --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 +++++++++++++++++++++++++- 1 file changed, 69 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index f9599f5..2764b05 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes public class Prioritizer { -// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the @@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } - public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) +// + public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) + { + if (entity == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); + throw new InvalidOperationException("Prioritization entity not defined"); + } + + // If this is an update for our own avatar give it the highest priority + if (client.AgentId == entity.UUID) + return 0; + + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + { + SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; + if (group != null) + entityPos = group.AbsolutePosition; + } + + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; + + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); + + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue for any objects behind the avatar + if (! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; + } + + return pqueue; + } +// + + public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) { double priority = 0; -- cgit v1.1 From 0bd06d8ba85595a1707d2093a08a901b950ca120 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 4 Apr 2011 13:19:45 -0700 Subject: Fixed the prioritizer functions for the new priority queues --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 292 +++++++------------------ 1 file changed, 82 insertions(+), 210 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 2764b05..a14bb70 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -60,15 +60,6 @@ namespace OpenSim.Region.Framework.Scenes { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - /// - /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the - /// viewer before child prim updates. - /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up - /// being double. We do it both ways so that there is a still a priority delta even if the priority is already - /// double.MinValue or double.MaxValue. - /// - private double m_childPrimAdjustmentFactor = 0.05; - private Scene m_scene; public Prioritizer(Scene scene) @@ -76,9 +67,19 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } -// + /// + /// Returns the priority queue into which the update should be placed. Updates within a + /// queue will be processed in arrival order. There are currently 12 priority queues + /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained + /// for avatar updates. The fair queuing discipline for processing the priority queues + /// assumes that the number of entities in each priority queues increases exponentially. + /// So for example... if queue 1 contains all updates within 10m of the avatar or camera + /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number + /// of updates. + /// public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) { + // If entity is null we have a serious problem if (entity == null) { m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); @@ -89,71 +90,12 @@ namespace OpenSim.Region.Framework.Scenes if (client.AgentId == entity.UUID) return 0; - // Get this agent's position - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence == null) - { - m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); - throw new InvalidOperationException("Prioritization agent not defined"); - } - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; - if (group != null) - entityPos = group.AbsolutePosition; - } - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Compute the distance... - double distance = Vector3.Distance(presencePos, entityPos); - - // And convert the distance to a priority queue, this computation gives queues - // at 10, 20, 40, 80, 160, 320, 640, and 1280m - uint pqueue = 1; - for (int i = 0; i < 8; i++) - { - if (distance < 10 * Math.Pow(2.0,i)) - break; - pqueue++; - } - - // If this is a root agent, then determine front & back - // Bump up the priority queue for any objects behind the avatar - if (! presence.IsChildAgent) - { - // Root agent, decrease priority for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) - pqueue++; - } - - return pqueue; - } -// - - public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) - { - double priority = 0; - - if (entity == null) - return 100000; + uint priority; switch (m_scene.UpdatePrioritizationScheme) { case UpdatePrioritizationSchemes.Time: - priority = GetPriorityByTime(); + priority = GetPriorityByTime(client, entity); break; case UpdatePrioritizationSchemes.Distance: priority = GetPriorityByDistance(client, entity); @@ -171,180 +113,110 @@ namespace OpenSim.Region.Framework.Scenes throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); } - // Adjust priority so that root prims are sent to the viewer first. This is especially important for - // attachments acting as huds, since current viewers fail to display hud child prims if their updates - // arrive before the root one. - if (entity is SceneObjectPart) - { - SceneObjectPart sop = ((SceneObjectPart)entity); - - if (sop.IsRoot) - { - if (priority >= double.MinValue + m_childPrimAdjustmentFactor) - priority -= m_childPrimAdjustmentFactor; - } - else - { - if (priority <= double.MaxValue - m_childPrimAdjustmentFactor) - priority += m_childPrimAdjustmentFactor; - } - } - return priority; } - private double GetPriorityByTime() + + private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) { - return DateTime.UtcNow.ToOADate(); + return 1; } - private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) { - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Use group position for child prims - Vector3 entityPos; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - - return Vector3.DistanceSquared(presencePos, entityPos); - } - - return double.NaN; + return ComputeDistancePriority(client,entity,false); + } + + private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + { + return ComputeDistancePriority(client,entity,true); } - private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) { + uint pqueue = ComputeDistancePriority(client,entity,true); + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence != null) { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - if (!presence.IsChildAgent) { - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; - - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + if (entity is SceneObjectPart) + { + // Non physical prims are lower priority than physical prims + PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; + if (physActor == null || !physActor.IsPhysical) + pqueue++; - return Vector3.DistanceSquared(presencePos, entityPos); + // Attachments are high priority, + // MIC: shouldn't these already be in the highest priority queue already + // since their root position is same as the avatars? + if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) + pqueue = 1; + } } } - return double.NaN; + return pqueue; } - private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) + private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) { - // If this is an update for our own avatar give it the highest priority - if (client.AgentId == entity.UUID) - return 0.0; - if (entity == null) - return double.NaN; - - // Use group position for child prims + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims, since we are putting child prims in + // the same queue with the root of the group, the root prim (which goes into + // the queue first) should always be sent first, no need to adjust child prim + // priorities Vector3 entityPos = entity.AbsolutePosition; if (entity is SceneObjectPart) { SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; if (group != null) entityPos = group.AbsolutePosition; - else - entityPos = entity.AbsolutePosition; } - else - entityPos = entity.AbsolutePosition; - - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - if (!presence.IsChildAgent) - { - if (entity is ScenePresence) - return 1.0; - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; - if (entity is SceneObjectPart) - { - PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; - if (physActor == null || !physActor.IsPhysical) - priority += 100; + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); - if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) - priority = 1.0; - } - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue (drop the priority) for any objects behind the avatar + if (useFrontBack && ! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; - return Vector3.DistanceSquared(presencePos, entityPos); - } + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; } - return double.NaN; + return pqueue; } + } } -- cgit v1.1 From ebc249e3bef57aee656936f5e63842d83ee29fff Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Sun, 10 Apr 2011 17:02:40 -0700 Subject: Changed the "not in scene" check in the prioritizier to just a warning. There appears to be a race condition on slow logins that attempts to prioritize before the scene presence is fully initialized. --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index a14bb70..4694e2b 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -166,8 +166,9 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence == null) { - m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); - throw new InvalidOperationException("Prioritization agent not defined"); + m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); + // throw new InvalidOperationException("Prioritization agent not defined"); + return Int32.MaxValue; } // Use group position for child prims, since we are putting child prims in -- cgit v1.1 From 98d7de22dc44ca1e5971301c02a6a1fe49620889 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Apr 2011 18:31:41 +0100 Subject: Fix (add) ability to rez objects by dragging them out of another prim's inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 59 ++++++++++++++++++++-- 1 file changed, 54 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 73dd531..4370850 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1955,11 +1955,60 @@ namespace OpenSim.Region.Framework.Scenes UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID) { - IInventoryAccessModule invAccess = RequestModuleInterface(); - if (invAccess != null) - invAccess.RezObject( - remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection, - RezSelected, RemoveItem, fromTaskID, false); +// m_log.DebugFormat( +// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}", +// remoteClient.Name, itemID, fromTaskID); + + if (fromTaskID == UUID.Zero) + { + IInventoryAccessModule invAccess = RequestModuleInterface(); + if (invAccess != null) + invAccess.RezObject( + remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection, + RezSelected, RemoveItem, fromTaskID, false); + } + else + { + SceneObjectPart part = GetSceneObjectPart(fromTaskID); + if (part == null) + { + m_log.ErrorFormat( + "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object", + remoteClient.Name, itemID, fromTaskID); + + return; + } + + TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID); + if (item == null) + { + m_log.ErrorFormat( + "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item", + remoteClient.Name, itemID, fromTaskID); + + return; + } + + // Work out position details + byte bRayEndIsIntersection = (byte)0; + + if (RayEndIsIntersection) + { + bRayEndIsIntersection = (byte)1; + } + else + { + bRayEndIsIntersection = (byte)0; + } + + Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f); + Vector3 pos + = GetNewRezLocation( + RayStart, RayEnd, RayTargetID, Quaternion.Identity, + BypassRayCast, bRayEndIsIntersection, true, scale, false); + + RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0); + } } /// -- cgit v1.1 From 3ba5eeb6c3b7c6381ca1e0ed87bce44049f96e37 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Apr 2011 22:15:40 +0100 Subject: Allow a null rotation to be passed in to RezObject so that we can control whether to use the serialized rotation or not. Not used yet. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4370850..87b4cb8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - /// - /// - /// + /// The position of the rezzed object. + /// The rotation of the rezzed object. If null, then the rotation stored with the object + /// will be used if it exists. + /// The velocity of the rezzed object. /// /// The SceneObjectGroup rezzed or null if rez was unsuccessful public virtual SceneObjectGroup RezObject( - SceneObjectPart sourcePart, TaskInventoryItem item, - Vector3 pos, Quaternion rot, Vector3 vel, int param) + SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) { if (null == item) return null; @@ -2041,8 +2041,14 @@ namespace OpenSim.Region.Framework.Scenes if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) sourcePart.Inventory.RemoveInventoryItem(item.ItemID); } - - AddNewSceneObject(group, true, pos, rot, vel); + + AddNewSceneObject(group, true); + + group.AbsolutePosition = pos; + group.Velocity = vel; + + if (rot != null) + group.UpdateGroupRotationR((Quaternion)rot); // We can only call this after adding the scene object, since the scene object references the scene // to find out if scripts should be activated at all. -- cgit v1.1 From 8e0d2cc43b63046b0dd6b9a3a7dafd70a70362d0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Apr 2011 22:21:46 +0100 Subject: If an object is rezzed directly from a prim inventory then give it the rotation it was stored with. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 87b4cb8..254879b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2007,7 +2007,7 @@ namespace OpenSim.Region.Framework.Scenes RayStart, RayEnd, RayTargetID, Quaternion.Identity, BypassRayCast, bRayEndIsIntersection, true, scale, false); - RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0); + RezObject(part, item, pos, null, Vector3.Zero, 0); } } -- cgit v1.1 From b0889ed92a3c7d152f9b05aec1ce00dfc010e34e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Apr 2011 22:30:43 +0100 Subject: refactor: simplify bRayEndIsIntersection boolean set from RayEndIsIntersection byte --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 13 +------------ 1 file changed, 1 insertion(+), 12 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 254879b..0f85925 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1989,18 +1989,7 @@ namespace OpenSim.Region.Framework.Scenes return; } - // Work out position details - byte bRayEndIsIntersection = (byte)0; - - if (RayEndIsIntersection) - { - bRayEndIsIntersection = (byte)1; - } - else - { - bRayEndIsIntersection = (byte)0; - } - + byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0); Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f); Vector3 pos = GetNewRezLocation( -- cgit v1.1