SceneViewer.cs 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219
  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using OpenMetaverse;
  30. using log4net;
  31. using OpenSim.Framework;
  32. using OpenSim.Framework.Client;
  33. using OpenSim.Region.Framework.Interfaces;
  34. using OpenSim.Region.Framework.Scenes.Types;
  35. namespace OpenSim.Region.Framework.Scenes
  36. {
  37. public class SceneViewer : ISceneViewer
  38. {
  39. protected ScenePresence m_presence;
  40. protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
  41. protected Queue<SceneObjectGroup> m_pendingObjects;
  42. protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
  43. public SceneViewer()
  44. {
  45. }
  46. public SceneViewer(ScenePresence presence)
  47. {
  48. m_presence = presence;
  49. }
  50. /// <summary>
  51. /// Add the part to the queue of parts for which we need to send an update to the client
  52. /// </summary>
  53. /// <param name="part"></param>
  54. public void QueuePartForUpdate(SceneObjectPart part)
  55. {
  56. lock (m_partsUpdateQueue)
  57. {
  58. m_partsUpdateQueue.Enqueue(part);
  59. }
  60. }
  61. public void SendPrimUpdates()
  62. {
  63. if (m_pendingObjects == null)
  64. {
  65. if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
  66. {
  67. m_pendingObjects = new Queue<SceneObjectGroup>();
  68. lock(m_pendingObjects)
  69. {
  70. foreach (EntityBase e in m_presence.Scene.Entities)
  71. {
  72. if (e != null && e is SceneObjectGroup)
  73. m_pendingObjects.Enqueue((SceneObjectGroup)e);
  74. }
  75. }
  76. }
  77. }
  78. lock(m_pendingObjects)
  79. {
  80. while (m_pendingObjects != null && m_pendingObjects.Count > 0)
  81. {
  82. SceneObjectGroup g = m_pendingObjects.Dequeue();
  83. // Yes, this can really happen
  84. if (g == null)
  85. continue;
  86. // This is where we should check for draw distance
  87. // do culling and stuff. Problem with that is that until
  88. // we recheck in movement, that won't work right.
  89. // So it's not implemented now.
  90. //
  91. // Don't even queue if we have sent this one
  92. //
  93. if (!m_updateTimes.ContainsKey(g.UUID))
  94. g.ScheduleFullUpdateToAvatar(m_presence);
  95. }
  96. while (m_partsUpdateQueue.Count > 0)
  97. {
  98. SceneObjectPart part = m_partsUpdateQueue.Dequeue();
  99. if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
  100. continue;
  101. if (m_updateTimes.ContainsKey(part.UUID))
  102. {
  103. ScenePartUpdate update = m_updateTimes[part.UUID];
  104. // We deal with the possibility that two updates occur at
  105. // the same unix time at the update point itself.
  106. if ((update.LastFullUpdateTime < part.TimeStampFull) ||
  107. part.IsAttachment)
  108. {
  109. // m_log.DebugFormat(
  110. // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
  111. // part.Name, part.UUID, part.TimeStampFull);
  112. part.SendFullUpdate(m_presence.ControllingClient,
  113. m_presence.GenerateClientFlags(part.UUID));
  114. // We'll update to the part's timestamp rather than
  115. // the current time to avoid the race condition
  116. // whereby the next tick occurs while we are doing
  117. // this update. If this happened, then subsequent
  118. // updates which occurred on the same tick or the
  119. // next tick of the last update would be ignored.
  120. update.LastFullUpdateTime = part.TimeStampFull;
  121. }
  122. else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
  123. {
  124. // m_log.DebugFormat(
  125. // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
  126. // part.Name, part.UUID, part.TimeStampTerse);
  127. part.SendTerseUpdateToClient(m_presence.ControllingClient);
  128. update.LastTerseUpdateTime = part.TimeStampTerse;
  129. }
  130. }
  131. else
  132. {
  133. //never been sent to client before so do full update
  134. ScenePartUpdate update = new ScenePartUpdate();
  135. update.FullID = part.UUID;
  136. update.LastFullUpdateTime = part.TimeStampFull;
  137. m_updateTimes.Add(part.UUID, update);
  138. // Attachment handling
  139. //
  140. if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
  141. {
  142. if (part != part.ParentGroup.RootPart)
  143. continue;
  144. part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
  145. continue;
  146. }
  147. part.SendFullUpdate(m_presence.ControllingClient,
  148. m_presence.GenerateClientFlags(part.UUID));
  149. }
  150. }
  151. }
  152. }
  153. public void Reset()
  154. {
  155. if (m_pendingObjects != null)
  156. {
  157. lock (m_pendingObjects)
  158. {
  159. m_pendingObjects.Clear();
  160. m_pendingObjects = null;
  161. }
  162. }
  163. }
  164. public void Close()
  165. {
  166. lock (m_updateTimes)
  167. {
  168. m_updateTimes.Clear();
  169. }
  170. lock (m_partsUpdateQueue)
  171. {
  172. m_partsUpdateQueue.Clear();
  173. }
  174. Reset();
  175. }
  176. public class ScenePartUpdate
  177. {
  178. public UUID FullID;
  179. public uint LastFullUpdateTime;
  180. public uint LastTerseUpdateTime;
  181. public ScenePartUpdate()
  182. {
  183. FullID = UUID.Zero;
  184. LastFullUpdateTime = 0;
  185. LastTerseUpdateTime = 0;
  186. }
  187. }
  188. }
  189. }