/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Types;
namespace OpenSim.Region.Framework.Scenes
{
public class SceneViewer : ISceneViewer
{
///
/// Is this scene viewer enabled?
///
private bool IsEnabled { get; set; }
///
/// The scene presence serviced by this viewer.
///
protected ScenePresence m_presence;
///
/// The queue of parts for which we need to send out updates.
///
protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
///
/// The queue of objects for which we need to send out updates.
///
protected Queue m_pendingObjects;
///
/// The last update assocated with a given part update.
///
protected Dictionary m_updateTimes = new Dictionary();
public SceneViewer(ScenePresence presence)
{
m_presence = presence;
IsEnabled = true;
}
public void QueuePartForUpdate(SceneObjectPart part)
{
if (!IsEnabled)
return;
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
}
}
public void SendPrimUpdates()
{
if (m_pendingObjects == null)
{
if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
{
m_pendingObjects = new Queue();
lock (m_pendingObjects)
{
EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
foreach (EntityBase e in entities)
{
if (e != null && e is SceneObjectGroup)
m_pendingObjects.Enqueue((SceneObjectGroup)e);
}
}
}
}
lock (m_pendingObjects)
{
// We must do this under lock so that we don't suffer a race condition if another thread closes the
// viewer
if (!IsEnabled)
return;
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
{
SceneObjectGroup g = m_pendingObjects.Dequeue();
// Yes, this can really happen
if (g == null)
continue;
// This is where we should check for draw distance
// do culling and stuff. Problem with that is that until
// we recheck in movement, that won't work right.
// So it's not implemented now.
//
// Don't even queue if we have sent this one
//
if (!m_updateTimes.ContainsKey(g.UUID))
g.ScheduleFullUpdateToAvatar(m_presence);
}
while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
{
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
if (part.ParentGroup.IsDeleted)
continue;
if (m_updateTimes.ContainsKey(part.UUID))
{
ScenePartUpdate update = m_updateTimes[part.UUID];
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampFull);
part.SendFullUpdate(m_presence.ControllingClient,
m_presence.GenerateClientFlags(part.UUID));
// We'll update to the part's timestamp rather than
// the current time to avoid the race condition
// whereby the next tick occurs while we are doing
// this update. If this happened, then subsequent
// updates which occurred on the same tick or the
// next tick of the last update would be ignored.
update.LastFullUpdateTime = part.TimeStampFull;
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampTerse);
part.SendTerseUpdateToClient(m_presence.ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
}
}
else
{
//never been sent to client before so do full update
ScenePartUpdate update = new ScenePartUpdate();
update.FullID = part.UUID;
update.LastFullUpdateTime = part.TimeStampFull;
m_updateTimes.Add(part.UUID, update);
// Attachment handling
//
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
{
if (part != part.ParentGroup.RootPart)
continue;
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
continue;
}
part.SendFullUpdate(m_presence.ControllingClient,
m_presence.GenerateClientFlags(part.UUID));
}
}
}
}
// public void Reset()
// {
// if (m_pendingObjects == null)
// return;
//
// lock (m_pendingObjects)
// {
// if (m_pendingObjects != null)
// {
// m_pendingObjects.Clear();
// m_pendingObjects = null;
// }
// }
// }
public void Close()
{
lock (m_pendingObjects)
{
// We perform this under the m_pendingObjects lock in order to avoid a race condition with another
// thread on SendPrimUpdates()
IsEnabled = false;
lock (m_updateTimes)
{
m_updateTimes.Clear();
}
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Clear();
}
}
}
public int GetPendingObjectsCount()
{
if (m_pendingObjects != null)
lock (m_pendingObjects)
return m_pendingObjects.Count;
return 0;
}
public class ScenePartUpdate
{
public UUID FullID;
public uint LastFullUpdateTime;
public uint LastTerseUpdateTime;
public ScenePartUpdate()
{
FullID = UUID.Zero;
LastFullUpdateTime = 0;
LastTerseUpdateTime = 0;
}
}
}
}