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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 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
- {
- /// <summary>
- /// Is this scene viewer enabled?
- /// </summary>
- private bool IsEnabled { get; set; }
- /// <summary>
- /// The scene presence serviced by this viewer.
- /// </summary>
- protected ScenePresence m_presence;
- /// <summary>
- /// The queue of parts for which we need to send out updates.
- /// </summary>
- protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
- /// <summary>
- /// The queue of objects for which we need to send out updates.
- /// </summary>
- protected Queue<SceneObjectGroup> m_pendingObjects;
- /// <summary>
- /// The last update assocated with a given part update.
- /// </summary>
- protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
- 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<SceneObjectGroup>();
- 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.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;
- }
- }
- }
- }
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