SceneViewer.cs 7.9 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.Framework.Communications.Cache;
  34. using OpenSim.Region.Framework.Interfaces;
  35. using OpenSim.Region.Framework.Scenes.Types;
  36. namespace OpenSim.Region.Framework.Scenes
  37. {
  38. public class SceneViewer : ISceneViewer
  39. {
  40. protected ScenePresence m_presence;
  41. protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
  42. protected Queue<SceneObjectGroup> m_pendingObjects;
  43. protected Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
  44. public SceneViewer()
  45. {
  46. }
  47. public SceneViewer(ScenePresence presence)
  48. {
  49. m_presence = presence;
  50. }
  51. /// <summary>
  52. /// Add the part to the queue of parts for which we need to send an update to the client
  53. /// </summary>
  54. /// <param name="part"></param>
  55. public void QueuePartForUpdate(SceneObjectPart part)
  56. {
  57. lock (m_partsUpdateQueue)
  58. {
  59. m_partsUpdateQueue.Enqueue(part);
  60. }
  61. }
  62. public void SendPrimUpdates()
  63. {
  64. if (m_pendingObjects == null)
  65. {
  66. if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
  67. {
  68. m_pendingObjects = new Queue<SceneObjectGroup>();
  69. foreach (EntityBase e in m_presence.Scene.Entities)
  70. {
  71. if (e is SceneObjectGroup)
  72. m_pendingObjects.Enqueue((SceneObjectGroup)e);
  73. }
  74. }
  75. }
  76. while (m_pendingObjects != null && m_pendingObjects.Count > 0)
  77. {
  78. SceneObjectGroup g = m_pendingObjects.Dequeue();
  79. // This is where we should check for draw distance
  80. // do culling and stuff. Problem with that is that until
  81. // we recheck in movement, that won't work right.
  82. // So it's not implemented now.
  83. //
  84. // Don't even queue if we have sent this one
  85. //
  86. if (!m_updateTimes.ContainsKey(g.UUID))
  87. g.ScheduleFullUpdateToAvatar(m_presence);
  88. }
  89. while (m_partsUpdateQueue.Count > 0)
  90. {
  91. SceneObjectPart part = m_partsUpdateQueue.Dequeue();
  92. if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
  93. continue;
  94. if (m_updateTimes.ContainsKey(part.UUID))
  95. {
  96. ScenePartUpdate update = m_updateTimes[part.UUID];
  97. // We deal with the possibility that two updates occur at
  98. // the same unix time at the update point itself.
  99. if ((update.LastFullUpdateTime < part.TimeStampFull) ||
  100. part.IsAttachment)
  101. {
  102. // m_log.DebugFormat(
  103. // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
  104. // part.Name, part.UUID, part.TimeStampFull);
  105. part.SendFullUpdate(m_presence.ControllingClient,
  106. m_presence.GenerateClientFlags(part.UUID));
  107. // We'll update to the part's timestamp rather than
  108. // the current time to avoid the race condition
  109. // whereby the next tick occurs while we are doing
  110. // this update. If this happened, then subsequent
  111. // updates which occurred on the same tick or the
  112. // next tick of the last update would be ignored.
  113. update.LastFullUpdateTime = part.TimeStampFull;
  114. }
  115. else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
  116. {
  117. // m_log.DebugFormat(
  118. // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
  119. // part.Name, part.UUID, part.TimeStampTerse);
  120. part.SendTerseUpdateToClient(m_presence.ControllingClient);
  121. update.LastTerseUpdateTime = part.TimeStampTerse;
  122. }
  123. }
  124. else
  125. {
  126. //never been sent to client before so do full update
  127. ScenePartUpdate update = new ScenePartUpdate();
  128. update.FullID = part.UUID;
  129. update.LastFullUpdateTime = part.TimeStampFull;
  130. m_updateTimes.Add(part.UUID, update);
  131. // Attachment handling
  132. //
  133. if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
  134. {
  135. if (part != part.ParentGroup.RootPart)
  136. continue;
  137. part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
  138. continue;
  139. }
  140. part.SendFullUpdate(m_presence.ControllingClient,
  141. m_presence.GenerateClientFlags(part.UUID));
  142. }
  143. }
  144. }
  145. public void Reset()
  146. {
  147. if (m_pendingObjects != null)
  148. {
  149. lock (m_pendingObjects)
  150. {
  151. m_pendingObjects.Clear();
  152. m_pendingObjects = null;
  153. }
  154. }
  155. }
  156. public void Close()
  157. {
  158. lock (m_updateTimes)
  159. {
  160. m_updateTimes.Clear();
  161. }
  162. lock (m_partsUpdateQueue)
  163. {
  164. m_partsUpdateQueue.Clear();
  165. }
  166. Reset();
  167. }
  168. public class ScenePartUpdate
  169. {
  170. public UUID FullID;
  171. public uint LastFullUpdateTime;
  172. public uint LastTerseUpdateTime;
  173. public ScenePartUpdate()
  174. {
  175. FullID = UUID.Zero;
  176. LastFullUpdateTime = 0;
  177. LastTerseUpdateTime = 0;
  178. }
  179. }
  180. }
  181. }