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authorJustin Clark-Casey (justincc)2014-11-04 16:49:32 +0000
committerJustin Clark-Casey (justincc)2014-11-25 23:23:10 +0000
commit1d19e1bbd0dfc1e7de99652284963d330f04de99 (patch)
tree5b5f00b05389751d883bb24f3e64467d21de5548 /OpenSim/Region/Framework/Scenes/Scene.cs
parentLabel all threadpool calls being made in core OpenSimulator. This is to add ... (diff)
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Add naive implementation of controlled incoming HG attachments to manage load.
Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source. This is a naive implementation because it does not currently account for slow foreign asset services. Although it may take longer, this approach may also improve attachment visibility for HG avatars since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs54
1 files changed, 2 insertions, 52 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7e6f942..171f066 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2623,48 +2623,8 @@ namespace OpenSim.Region.Framework.Scenes
2623 return false; 2623 return false;
2624 } 2624 }
2625 2625
2626 // If the user is banned, we won't let any of their objects 2626 if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition))
2627 // enter. Period. 2627 return false;
2628 //
2629 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID))
2630 {
2631 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2632 return false;
2633 }
2634
2635 if (newPosition != Vector3.Zero)
2636 newObject.RootPart.GroupPosition = newPosition;
2637
2638 if (!AddSceneObject(newObject))
2639 {
2640 m_log.DebugFormat(
2641 "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
2642 return false;
2643 }
2644
2645 if (!newObject.IsAttachment)
2646 {
2647 // FIXME: It would be better to never add the scene object at all rather than add it and then delete
2648 // it
2649 if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
2650 {
2651 // Deny non attachments based on parcel settings
2652 //
2653 m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
2654
2655 DeleteSceneObject(newObject, false);
2656
2657 return false;
2658 }
2659
2660 // For attachments, we need to wait until the agent is root
2661 // before we restart the scripts, or else some functions won't work.
2662 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2663 newObject.ResumeScripts();
2664
2665 if (newObject.RootPart.KeyframeMotion != null)
2666 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2667 }
2668 2628
2669 // Do this as late as possible so that listeners have full access to the incoming object 2629 // Do this as late as possible so that listeners have full access to the incoming object
2670 EventManager.TriggerOnIncomingSceneObject(newObject); 2630 EventManager.TriggerOnIncomingSceneObject(newObject);
@@ -2733,16 +2693,6 @@ namespace OpenSim.Region.Framework.Scenes
2733 return true; 2693 return true;
2734 } 2694 }
2735 2695
2736 private int GetStateSource(SceneObjectGroup sog)
2737 {
2738 ScenePresence sp = GetScenePresence(sog.OwnerID);
2739
2740 if (sp != null)
2741 return sp.GetStateSource();
2742
2743 return 2; // StateSource.PrimCrossing
2744 }
2745
2746 #endregion 2696 #endregion
2747 2697
2748 #region Add/Remove Avatar Methods 2698 #region Add/Remove Avatar Methods