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authorJustin Clark-Casey (justincc)2014-08-19 00:11:04 +0100
committerJustin Clark-Casey (justincc)2014-08-19 00:17:12 +0100
commit84cea46c10e3f44c4d869d439a01ca7f80b56ece (patch)
tree3dbbbebb44fba4c2ac45046ed698752decf79d42 /OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
parentMake LLUDPServer.Scene publicly gettable/privately settable instead of protec... (diff)
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Add experimental OutgoingQueueRefillEngine to handle queue refill processing on a controlled number of threads rather than the threadpool.
Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs13
1 files changed, 10 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index 2f363f4..c34bafa 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -650,8 +650,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
650 650
651 if (HasUpdates(m_categories)) 651 if (HasUpdates(m_categories))
652 { 652 {
653 // Asynchronously run the callback 653 if (!m_udpServer.OqrEngine.IsRunning)
654 Util.FireAndForget(FireQueueEmpty, categories); 654 {
655 // Asynchronously run the callback
656 Util.FireAndForget(FireQueueEmpty, categories);
657 }
658 else
659 {
660 m_udpServer.OqrEngine.QueueRequest(this, categories);
661 }
655 } 662 }
656 else 663 else
657 { 664 {
@@ -670,7 +677,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
670 /// <param name="o">Throttle categories to fire the callback for, 677 /// <param name="o">Throttle categories to fire the callback for,
671 /// stored as an object to match the WaitCallback delegate 678 /// stored as an object to match the WaitCallback delegate
672 /// signature</param> 679 /// signature</param>
673 private void FireQueueEmpty(object o) 680 public void FireQueueEmpty(object o)
674 { 681 {
675// m_log.DebugFormat("[LLUDPCLIENT]: FireQueueEmpty for {0} in {1}", AgentID, m_udpServer.Scene.Name); 682// m_log.DebugFormat("[LLUDPCLIENT]: FireQueueEmpty for {0} in {1}", AgentID, m_udpServer.Scene.Name);
676 683