From 0f28fa400d1f853cc3c3ebd2707b08ed06d2f127 Mon Sep 17 00:00:00 2001 From: Master ScienceSim Date: Thu, 28 Oct 2010 09:00:39 -0700 Subject: Added background thread to handle delayed send and save of appearance to accommodate batching of the many updates that happen on login and teleport. Fixed handling of the serial property in appearance. --- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 219 +++++++++++++++------ 1 file changed, 164 insertions(+), 55 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 5444f80..903e94b 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -32,6 +32,10 @@ using Nini.Config; using OpenMetaverse; using OpenSim.Framework; +using System.Threading; +using System.Timers; +using System.Collections.Generic; + using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; @@ -44,7 +48,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; private Scene m_scene = null; - private bool m_startAnimationSet = false; + private static readonly int m_savetime = 5; // seconds to wait before saving changed appearance + private static readonly int m_sendtime = 2; // seconds to wait before sending changed appearance + + private static readonly int m_checkTime = 500; // milliseconds to wait between checks for appearance updates + private System.Timers.Timer m_updateTimer = new System.Timers.Timer(); + private Dictionary m_savequeue = new Dictionary(); + private Dictionary m_sendqueue = new Dictionary(); + + #region RegionModule Members public void Initialise(Scene scene, IConfigSource source) { @@ -56,6 +68,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void PostInitialise() { + m_updateTimer.Enabled = false; + m_updateTimer.AutoReset = true; + m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops + m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer); } public void Close() @@ -84,15 +100,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // client.OnAvatarNowWearing -= AvatarIsWearing; } - public void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx) - { - if (m_scene.AssetService.Get(textureID.ToString()) == null) - { - m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",textureID,idx,client.Name); - client.SendRebakeAvatarTextures(textureID); - } - } - + #endregion + /// /// Set appearance data (textureentry and slider settings) received from the client /// @@ -100,6 +109,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) { +// DEBUG ON + m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId); +// DEBUG OFF + ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { @@ -107,79 +120,175 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return; } -// DEBUG ON - m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId); -// DEBUG OFF - -/* - if (m_physicsActor != null) - { - if (!IsChildAgent) - { - // This may seem like it's redundant, remove the avatar from the physics scene - // just to add it back again, but it saves us from having to update - // 3 variables 10 times a second. - bool flyingTemp = m_physicsActor.Flying; - RemoveFromPhysicalScene(); - //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); - - //PhysicsActor = null; - - AddToPhysicalScene(flyingTemp); - } - } -*/ - #region Bake Cache Check - bool changed = false; // Process the texture entry if (textureEntry != null) { + changed = sp.Appearance.SetTextureEntries(textureEntry); + for (int i = 0; i < BAKE_INDICES.Length; i++) { - int j = BAKE_INDICES[i]; - Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; - + int idx = BAKE_INDICES[i]; + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) - Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,j); }); + Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,idx); }); } - changed = sp.Appearance.SetTextureEntries(textureEntry); - } - #endregion Bake Cache Check - - changed = sp.Appearance.SetVisualParams(visualParams) || changed; - - // If nothing changed (this happens frequently) just return + // Process the visual params, this may change height as well + if (visualParams != null) + { + if (sp.Appearance.SetVisualParams(visualParams)) + { + changed = true; + if (sp.Appearance.AvatarHeight > 0) + sp.SetHeight(sp.Appearance.AvatarHeight); + } + } + + // If something changed in the appearance then queue an appearance save if (changed) + QueueAppearanceSave(client.AgentId); + + // And always queue up an appearance update to send out + QueueAppearanceSend(client.AgentId); + + // Send the appearance back to the avatar + AvatarAppearance avp = sp.Appearance; + sp.ControllingClient.SendAvatarDataImmediate(sp); + sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); + } + + /// + /// Checks for the existance of a baked texture asset and + /// requests the viewer rebake if the asset is not found + /// + /// + /// + /// + private void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx) + { + if (m_scene.AssetService.Get(textureID.ToString()) == null) + { + m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}", + textureID,idx,client.Name); + client.SendRebakeAvatarTextures(textureID); + } + } + + #region UpdateAppearanceTimer + + public void QueueAppearanceSend(UUID agentid) + { +// DEBUG ON + m_log.WarnFormat("[AVFACTORY] Queue appearance send for {0}",agentid); +// DEBUG OFF + + // 100 nanoseconds (ticks) we should wait + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); + lock (m_sendqueue) { + m_sendqueue[agentid] = timestamp; + m_updateTimer.Start(); + } + } + + public void QueueAppearanceSave(UUID agentid) + { // DEBUG ON - m_log.Warn("[AVFACTORY] Appearance changed"); + m_log.WarnFormat("[AVFACTORY] Queue appearance save for {0}",agentid); // DEBUG OFF - sp.Appearance.SetAppearance(textureEntry, visualParams); - if (sp.Appearance.AvatarHeight > 0) - sp.SetHeight(sp.Appearance.AvatarHeight); - m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance); + // 100 nanoseconds (ticks) we should wait + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); + lock (m_savequeue) + { + m_savequeue[agentid] = timestamp; + m_updateTimer.Start(); + } + } + + private void HandleAppearanceSend(UUID agentid) + { + ScenePresence sp = m_scene.GetScenePresence(agentid); + if (sp == null) + { + m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid); + return; } + // DEBUG ON - else - m_log.Warn("[AVFACTORY] Appearance did not change"); -// DEBUG OFF + m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}\n{1}",agentid,sp.Appearance.ToString()); +// DEBUG OFF + // Send the appearance to everyone in the scene sp.SendAppearanceToAllOtherAgents(); + + // Send the appearance back to the avatar + AvatarAppearance avp = sp.Appearance; + sp.ControllingClient.SendAvatarDataImmediate(sp); + sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); + +/* +// this needs to be fixed, the flag should be on scene presence not the region module + // Start the animations if necessary if (!m_startAnimationSet) { sp.Animator.UpdateMovementAnimations(); m_startAnimationSet = true; } +*/ + } - client.SendAvatarDataImmediate(sp); - client.SendAppearance(sp.Appearance.Owner,sp.Appearance.VisualParams,sp.Appearance.Texture.GetBytes()); + private void HandleAppearanceSave(UUID agentid) + { + ScenePresence sp = m_scene.GetScenePresence(agentid); + if (sp == null) + { + m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid); + return; + } + + m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); } + private void HandleAppearanceUpdateTimer(object sender, EventArgs ea) + { + long now = DateTime.Now.Ticks; + + lock (m_sendqueue) + { + Dictionary sends = new Dictionary(m_sendqueue); + foreach (KeyValuePair kvp in sends) + { + if (kvp.Value < now) + { + Util.FireAndForget(delegate(object o) { HandleAppearanceSend(kvp.Key); }); + m_sendqueue.Remove(kvp.Key); + } + } + } + + lock (m_savequeue) + { + Dictionary saves = new Dictionary(m_savequeue); + foreach (KeyValuePair kvp in saves) + { + if (kvp.Value < now) + { + Util.FireAndForget(delegate(object o) { HandleAppearanceSave(kvp.Key); }); + m_savequeue.Remove(kvp.Key); + } + } + } + + if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) + m_updateTimer.Stop(); + } + + #endregion + /// /// Tell the client for this scene presence what items it should be wearing now /// -- cgit v1.1