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- /*
- * 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 OpenSim.Framework;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// Specifies the fields that have been changed when sending a prim or
- /// avatar update
- /// </summary>
- [Flags]
- public enum ObjectPropertyUpdateFlags : byte
- {
- None = 0,
- Family = 1,
- Object = 2,
- NoFamily = unchecked((byte)~Family),
- NoObject = unchecked((byte)~Object)
- }
- public class EntityUpdate
- {
- // for priority queue
- public int PriorityQueue;
- public int PriorityQueueIndex;
- public ulong EntryOrder;
- private ISceneEntity m_entity;
- private PrimUpdateFlags m_flags;
- public ObjectPropertyUpdateFlags m_propsFlags;
- public ObjectPropertyUpdateFlags PropsFlags
- {
- get
- {
- return m_propsFlags;
- }
- set
- {
- m_propsFlags = value;
- }
- }
- public ISceneEntity Entity
- {
- get
- {
- return m_entity;
- }
- internal set
- {
- m_entity = value;
- }
- }
- public PrimUpdateFlags Flags
- {
- get { return m_flags; }
- set { m_flags = value; }
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- public void Update(int pqueue, ulong entry)
- {
- if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
- {
- if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
- m_flags = PrimUpdateFlags.UpdateProbe;
- else
- m_flags = PrimUpdateFlags.FullUpdatewithAnim;
- }
- PriorityQueue = pqueue;
- EntryOrder = entry;
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- public void UpdateFromNew(EntityUpdate newupdate, int pqueue)
- {
- m_propsFlags |= newupdate.PropsFlags;
- PrimUpdateFlags newFlags = newupdate.Flags;
- if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
- m_flags &= ~PrimUpdateFlags.UpdateProbe;
- if ((newFlags & PrimUpdateFlags.CancelKill) != 0)
- {
- if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
- m_flags = PrimUpdateFlags.UpdateProbe;
- else
- newFlags = PrimUpdateFlags.FullUpdatewithAnim;
- }
- else
- m_flags |= newFlags;
- PriorityQueue = pqueue;
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- public void Free()
- {
- m_entity = null;
- PriorityQueueIndex = -1;
- EntityUpdatesPool.Free(this);
- }
- public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
- {
- m_entity = entity;
- m_flags = flags;
- }
- public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, bool sendfam, bool sendobj)
- {
- m_entity = entity;
- m_flags = flags;
- if (sendfam)
- m_propsFlags |= ObjectPropertyUpdateFlags.Family;
- if (sendobj)
- m_propsFlags |= ObjectPropertyUpdateFlags.Object;
- }
- public override string ToString()
- {
- return String.Format("[{0},{1},{2}]", PriorityQueue, EntryOrder, m_entity.LocalId);
- }
- }
- public static class EntityUpdatesPool
- {
- const int MAXSIZE = 32768;
- const int PREALLOC = 16384;
- private static readonly EntityUpdate[] m_pool = new EntityUpdate[MAXSIZE];
- private static readonly object m_poollock = new object();
- private static int m_poolPtr;
- //private static int m_min = int.MaxValue;
- //private static int m_max = int.MinValue;
- static EntityUpdatesPool()
- {
- for(int i = 0; i < PREALLOC; ++i)
- m_pool[i] = new EntityUpdate(null, 0);
- m_poolPtr = PREALLOC - 1;
- }
- public static EntityUpdate Get(ISceneEntity entity, PrimUpdateFlags flags)
- {
- lock (m_poollock)
- {
- if (m_poolPtr >= 0)
- {
- EntityUpdate eu = m_pool[m_poolPtr];
- m_pool[m_poolPtr] = null;
- m_poolPtr--;
- //if (m_min > m_poolPtr)
- // m_min = m_poolPtr;
- eu.Entity = entity;
- eu.Flags = flags;
- return eu;
- }
- }
- return new EntityUpdate(entity, flags);
- }
- public static EntityUpdate Get(ISceneEntity entity, PrimUpdateFlags flags, bool sendfam, bool sendobj)
- {
- lock (m_poollock)
- {
- if (m_poolPtr >= 0)
- {
- EntityUpdate eu = m_pool[m_poolPtr];
- m_pool[m_poolPtr] = null;
- m_poolPtr--;
- //if (m_min > m_poolPtr)
- // m_min = m_poolPtr;
- eu.Entity = entity;
- eu.Flags = flags;
- ObjectPropertyUpdateFlags tmp = 0;
- if (sendfam)
- tmp |= ObjectPropertyUpdateFlags.Family;
- if (sendobj)
- tmp |= ObjectPropertyUpdateFlags.Object;
- eu.PropsFlags = tmp;
- return eu;
- }
- }
- return new EntityUpdate(entity, flags, sendfam, sendobj);
- }
- public static void Free(EntityUpdate eu)
- {
- lock (m_poollock)
- {
- if (m_poolPtr < MAXSIZE - 1)
- {
- m_poolPtr++;
- //if (m_max < m_poolPtr)
- // m_max = m_poolPtr;
- m_pool[m_poolPtr] = eu;
- }
- }
- }
- }
- }
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