コード例 #1
0
        /// <summary>
        ///   This method is called by the LLUDPServer and should never be called by anyone else
        ///   It loops through the available updates and sends them out (no waiting)
        /// </summary>
        /// <param name = "numUpdates">The number of updates to send</param>
        public void SendPrimUpdates(int numPrimUpdates, int numAvaUpdates)
        {
            if (m_numberOfLoops < NUMBER_OF_LOOPS_TO_WAIT)
            //Wait for the client to finish connecting fully before sending out bunches of updates
            {
                m_numberOfLoops++;
                return;
            }

            if (m_inUse || m_presence.IsInTransit)
            {
                return;
            }

            m_inUse = true;
            //This is for stats
            int AgentMS = Util.EnvironmentTickCount();

            #region New client entering the Scene, requires all objects in the Scene

            ///If we havn't started processing this client yet, we need to send them ALL the prims that we have in this Scene (and deal with culling as well...)
            if (!m_SentInitialObjects && m_presence.DrawDistance != 0.0f)
            {
                SendInitialObjects();
            }

            int presenceNumToSend       = numAvaUpdates;
            List <EntityUpdate> updates = new List <EntityUpdate>();
            lock (m_presenceUpdatesToSendLock)
            {
                //Send the numUpdates of them if that many
                // if we don't have that many, we send as many as possible, then switch to objects
                if (m_presenceUpdatesToSend.Count != 0)
                {
                    try
                    {
#if UseDictionaryForEntityUpdates
                        Dictionary <uint, EntityUpdate> .Enumerator e = m_presenceUpdatesToSend.GetEnumerator();
                        e.MoveNext();
                        List <uint> entitiesToRemove = new List <uint>();
#endif
                        int count = m_presenceUpdatesToSend.Count > presenceNumToSend
                                        ? presenceNumToSend
                                        : m_presenceUpdatesToSend.Count;
                        for (int i = 0; i < count; i++)
                        {
#if UseRemovingEntityUpdates
                            EntityUpdate update = ((EntityUpdate)m_presenceUpdatesToSend[0]);

                            /*if (m_EntitiesInPacketQueue.Contains (update.Entity.UUID))
                             * {
                             *  m_presenceUpdatesToSend.RemoveAt (0);
                             *  m_presenceUpdatesToSend.Insert (m_presenceUpdatesToSend.Count, update.Entity.UUID, update);
                             *  continue;
                             * }
                             * m_EntitiesInPacketQueue.Add (update.Entity.UUID);*/
                            m_presenceUpdatesToSend.RemoveAt(0);
                            if (update.Flags == PrimUpdateFlags.ForcedFullUpdate)
                            {
                                SendFullUpdateForPresence((IScenePresence)update.Entity);
                            }
                            else
                            {
                                updates.Add(update);
                            }
#elif UseDictionaryForEntityUpdates
                            EntityUpdate update = e.Current.Value;
                            entitiesToRemove.Add(update.Entity.LocalId); //Remove it later
                            if (update.Flags == PrimUpdateFlags.ForcedFullUpdate)
                            {
                                SendFullUpdateForPresence((IScenePresence)update.Entity);
                            }
                            else
                            {
                                updates.Add(update);
                            }
                            e.MoveNext();
#else
                            EntityUpdate update = m_presenceUpdatesToSend.Dequeue();
                            if (update.Flags == PrimUpdateFlags.ForcedFullUpdate)
                            {
                                SendFullUpdateForPresence((IScenePresence)update.Entity);
                            }
                            else
                            {
                                updates.Add(update);
                            }
#endif
                        }
#if UseDictionaryForEntityUpdates
                        foreach (uint id in entitiesToRemove)
                        {
                            m_presenceUpdatesToSend.Remove(id);
                        }
#endif
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[SceneViewer]: Exception while running presence loop: {0}", ex);
                    }
                }
            }
            if (updates.Count != 0)
            {
                presenceNumToSend -= updates.Count;
                m_presence.ControllingClient.SendAvatarUpdate(updates);
            }
            updates.Clear();

            List <AnimationGroup> animationsToSend = new List <AnimationGroup>();
            lock (m_presenceAnimationsToSendLock)
            {
                //Send the numUpdates of them if that many
                // if we don't have that many, we send as many as possible, then switch to objects
                if (m_presenceAnimationsToSend.Count != 0 && presenceNumToSend > 0)
                {
                    try
                    {
                        int count = m_presenceAnimationsToSend.Count > presenceNumToSend
                                        ? presenceNumToSend
                                        : m_presenceAnimationsToSend.Count;
                        for (int i = 0; i < count; i++)
                        {
                            AnimationGroup update = m_presenceAnimationsToSend.Dequeue();

                            /*if (m_AnimationsInPacketQueue.Contains (update.AvatarID))
                             * {
                             *  m_presenceAnimationsToSend.RemoveAt (0);
                             *  m_presenceAnimationsToSend.Insert (m_presenceAnimationsToSend.Count, update.AvatarID, update);
                             *  continue;
                             * }
                             * m_AnimationsInPacketQueue.Add (update.AvatarID);*/
                            animationsToSend.Add(update);
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[SceneViewer]: Exception while running presence loop: {0}", ex);
                    }
                }
            }
            foreach (AnimationGroup update in animationsToSend)
            {
                m_presence.ControllingClient.SendAnimations(update);
            }
            animationsToSend.Clear();

            int primsNumToSend = numPrimUpdates;

            List <IEntity> entities = new List <IEntity>();
            lock (m_objectPropertiesToSendLock)
            {
                //Send the numUpdates of them if that many
                // if we don't have that many, we send as many as possible, then switch to objects
                if (m_objectPropertiesToSend.Count != 0)
                {
                    try
                    {
                        int count = m_objectPropertiesToSend.Count > primsNumToSend
                                        ? primsNumToSend
                                        : m_objectPropertiesToSend.Count;
                        for (int i = 0; i < count; i++)
                        {
                            ISceneChildEntity entity = ((ISceneChildEntity)m_objectPropertiesToSend[0]);

                            /*if (m_PropertiesInPacketQueue.Contains (entity.UUID))
                             * {
                             *  m_objectPropertiesToSend.RemoveAt (0);
                             *  m_objectPropertiesToSend.Insert (m_objectPropertiesToSend.Count, entity.UUID, entity);
                             *  continue;
                             * }
                             * m_PropertiesInPacketQueue.Add (entity.UUID);*/
                            m_objectPropertiesToSend.RemoveAt(0);
                            entities.Add(entity);
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[SceneViewer]: Exception while running presence loop: {0}", ex);
                    }
                }
            }
            if (entities.Count > 0)
            {
                primsNumToSend -= entities.Count;
                m_presence.ControllingClient.SendObjectPropertiesReply(entities);
            }

            updates = new List <EntityUpdate>();
            lock (m_objectUpdatesToSendLock)
            {
                if (m_objectUpdatesToSend.Count != 0)
                {
                    try
                    {
                        int count = m_objectUpdatesToSend.Count > primsNumToSend
                                        ? primsNumToSend
                                        : m_objectUpdatesToSend.Count;
                        for (int i = 0; i < count; i++)
                        {
                            EntityUpdate update = ((EntityUpdate)m_objectUpdatesToSend[0]);

                            /*if (m_EntitiesInPacketQueue.Contains (update.Entity.UUID))
                             * {
                             *  m_objectUpdatesToSend.RemoveAt (0);
                             *  m_objectUpdatesToSend.Insert (m_objectUpdatesToSend.Count, update.Entity.UUID, update);
                             *  continue;
                             * }
                             * m_EntitiesInPacketQueue.Add (update.Entity.UUID);*/

                            //Fix the CRC for this update
                            //Increment the CRC code so that the client won't be sent a cached update for this
                            if (update.Flags != PrimUpdateFlags.PrimFlags)
                            {
                                ((ISceneChildEntity)update.Entity).CRC++;
                            }

                            updates.Add(update);
                            m_objectUpdatesToSend.RemoveAt(0);
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[SceneViewer]: Exception while running object loop: {0}", ex);
                    }
                    m_presence.ControllingClient.SendPrimUpdate(updates);
                }
            }


            //Add the time to the stats tracker
            IAgentUpdateMonitor reporter =
                (IAgentUpdateMonitor)
                m_presence.Scene.RequestModuleInterface <IMonitorModule>().GetMonitor(
                    m_presence.Scene.RegionInfo.RegionID.ToString(), MonitorModuleHelper.AgentUpdateCount);
            if (reporter != null)
            {
                reporter.AddAgentTime(Util.EnvironmentTickCountSubtract(AgentMS));
            }

            m_inUse = false;
        }
コード例 #2
0
ファイル: SceneViewer.cs プロジェクト: kow/Aurora-Sim
        /// <summary>
        /// This method is called by the LLUDPServer and should never be called by anyone else
        /// It loops through the available updates and sends them out (no waiting)
        /// </summary>
        /// <param name="numUpdates">The number of updates to send</param>
        public void SendPrimUpdates(int numUpdates)
        {
            if (m_inUse)
            {
                return;
            }
            m_inUse = true;
            //This is for stats
            int AgentMS = Util.EnvironmentTickCount();

            #region New client entering the Scene, requires all objects in the Scene

            ///If we havn't started processing this client yet, we need to send them ALL the prims that we have in this Scene (and deal with culling as well...)
            if (!m_SentInitialObjects)
            {
                m_SentInitialObjects = true;
                //If they are not in this region, we check to make sure that we allow seeing into neighbors
                if (!m_presence.IsChildAgent || (m_presence.Scene.RegionInfo.SeeIntoThisSimFromNeighbor) && Culler != null && m_prioritizer != null)
                {
                    ISceneEntity[] entities = m_presence.Scene.Entities.GetEntities();
                    PriorityQueue <EntityUpdate, double> m_entsqueue = new PriorityQueue <EntityUpdate, double> (entities.Length);

                    // build a prioritized list of things we need to send

                    foreach (ISceneEntity e in entities)
                    {
                        if (e != null && e is SceneObjectGroup)
                        {
                            if (e.IsDeleted)
                            {
                                continue;
                            }

                            //Check for culling here!
                            if (!Culler.ShowEntityToClient(m_presence, e))
                            {
                                continue;
                            }

                            double priority = m_prioritizer.GetUpdatePriority(m_presence, e);
                            //Send the root object first!
                            EntityUpdate rootupdate = new EntityUpdate(e.RootChild, PrimUpdateFlags.FullUpdate);
                            PriorityQueueItem <EntityUpdate, double> rootitem = new PriorityQueueItem <EntityUpdate, double> ();
                            rootitem.Value    = rootupdate;
                            rootitem.Priority = priority;
                            m_entsqueue.Enqueue(rootitem);

                            foreach (ISceneChildEntity child in e.ChildrenEntities())
                            {
                                if (child == e.RootChild)
                                {
                                    continue; //Already sent
                                }
                                EntityUpdate update = new EntityUpdate(child, PrimUpdateFlags.FullUpdate);
                                PriorityQueueItem <EntityUpdate, double> item = new PriorityQueueItem <EntityUpdate, double> ();
                                item.Value    = update;
                                item.Priority = priority;
                                m_entsqueue.Enqueue(item);
                            }
                        }
                    }
                    entities = null;
                    // send them
                    SendQueued(m_entsqueue);
                }
            }

            lock (m_presenceUpdatesToSend)
            {
                int numToSend = (int)(numUpdates * PresenceSendPercentage);
                //Send the numUpdates of them if that many
                // if we don't have that many, we send as many as possible, then switch to objects
                if (m_presenceUpdatesToSend.Count != 0)
                {
                    int count = m_presenceUpdatesToSend.Count > numToSend ? numToSend : m_presenceUpdatesToSend.Count;
                    List <EntityUpdate> updates = new List <EntityUpdate> ();
                    for (int i = 0; i < count; i++)
                    {
                        updates.Add((EntityUpdate)m_presenceUpdatesToSend[0]);
                        m_presenceUpdatesToSend.RemoveAt(0);
                    }
                    //If we're first, we definitely got set, so we don't need to check this at all
                    m_ourPresenceHasUpdate = false;
                    m_presence.ControllingClient.SendPrimUpdate(updates);
                }
            }

            lock (m_objectUpdatesToSend)
            {
                int numToSend = (int)(numUpdates * PrimSendPercentage);
                if (m_objectUpdatesToSend.Count != 0)
                {
                    int count = m_objectUpdatesToSend.Count > numToSend ? numToSend : m_objectUpdatesToSend.Count;
                    List <EntityUpdate> updates = new List <EntityUpdate> ();
                    for (int i = 0; i < count; i++)
                    {
                        updates.Add((EntityUpdate)m_objectUpdatesToSend[0]);
                        m_objectUpdatesToSend.RemoveAt(0);
                    }
                    m_presence.ControllingClient.SendPrimUpdate(updates);
                }
            }

            //Add the time to the stats tracker
            IAgentUpdateMonitor reporter = (IAgentUpdateMonitor)m_presence.Scene.RequestModuleInterface <IMonitorModule> ().GetMonitor(m_presence.Scene.RegionInfo.RegionID.ToString(), "Agent Update Count");
            if (reporter != null)
            {
                reporter.AddAgentTime(Util.EnvironmentTickCountSubtract(AgentMS));
            }

            m_inUse = false;
        }