SceneViewer.cs 8.8 KB

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  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. EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
  71. foreach (EntityBase e in entities)
  72. {
  73. if (e != null && e is SceneObjectGroup)
  74. m_pendingObjects.Enqueue((SceneObjectGroup)e);
  75. }
  76. }
  77. }
  78. }
  79. lock (m_pendingObjects)
  80. {
  81. while (m_pendingObjects != null && m_pendingObjects.Count > 0)
  82. {
  83. SceneObjectGroup g = m_pendingObjects.Dequeue();
  84. // Yes, this can really happen
  85. if (g == null)
  86. continue;
  87. // This is where we should check for draw distance
  88. // do culling and stuff. Problem with that is that until
  89. // we recheck in movement, that won't work right.
  90. // So it's not implemented now.
  91. //
  92. // Don't even queue if we have sent this one
  93. //
  94. if (!m_updateTimes.ContainsKey(g.UUID))
  95. g.ScheduleFullUpdateToAvatar(m_presence);
  96. }
  97. while (m_partsUpdateQueue.Count > 0)
  98. {
  99. SceneObjectPart part = m_partsUpdateQueue.Dequeue();
  100. if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
  101. continue;
  102. if (m_updateTimes.ContainsKey(part.UUID))
  103. {
  104. ScenePartUpdate update = m_updateTimes[part.UUID];
  105. // We deal with the possibility that two updates occur at
  106. // the same unix time at the update point itself.
  107. if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.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. return;
  157. lock (m_pendingObjects)
  158. {
  159. if (m_pendingObjects != null)
  160. {
  161. m_pendingObjects.Clear();
  162. m_pendingObjects = null;
  163. }
  164. }
  165. }
  166. public void Close()
  167. {
  168. lock (m_updateTimes)
  169. {
  170. m_updateTimes.Clear();
  171. }
  172. lock (m_partsUpdateQueue)
  173. {
  174. m_partsUpdateQueue.Clear();
  175. }
  176. Reset();
  177. }
  178. public int GetPendingObjectsCount()
  179. {
  180. if (m_pendingObjects != null)
  181. return m_pendingObjects.Count;
  182. return 0;
  183. }
  184. public class ScenePartUpdate
  185. {
  186. public UUID FullID;
  187. public uint LastFullUpdateTime;
  188. public uint LastTerseUpdateTime;
  189. public ScenePartUpdate()
  190. {
  191. FullID = UUID.Zero;
  192. LastFullUpdateTime = 0;
  193. LastTerseUpdateTime = 0;
  194. }
  195. }
  196. }
  197. }