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authorMelanie2012-02-20 20:23:14 +0100
committerMelanie2012-02-20 20:23:14 +0100
commitee62bf3c697e9a8571445b981dffe3afab695a99 (patch)
treeaa2548ec2f36b8512402089d88782616263b2048 /OpenSim
parentMake vehicles retain velocity when crossing between regions. (diff)
parentMerge branch 'master' into careminster (diff)
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs23
4 files changed, 23 insertions, 13 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index cb653ed..6286689 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -949,6 +949,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
949 neighbourRegion.RegionHandle); 949 neighbourRegion.RegionHandle);
950 return agent; 950 return agent;
951 } 951 }
952 // No turning back
953 agent.IsChildAgent = true;
954
952 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 955 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
953 956
954 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 957 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
@@ -1097,7 +1100,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1097 1100
1098 /// <summary> 1101 /// <summary>
1099 /// This informs all neighbouring regions about agent "avatar". 1102 /// This informs all neighbouring regions about agent "avatar".
1100 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1101 /// </summary> 1103 /// </summary>
1102 /// <param name="sp"></param> 1104 /// <param name="sp"></param>
1103 public void EnableChildAgents(ScenePresence sp) 1105 public void EnableChildAgents(ScenePresence sp)
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index a3dd53e..65ffe92 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
140 icon.EndInvoke(iar); 140 icon.EndInvoke(iar);
141 } 141 }
142 142
143 ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
144 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) 143 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
145 { 144 {
146 // This assumes that we know what our neighbors are. 145 // This assumes that we know what our neighbors are.
@@ -158,15 +157,13 @@ namespace OpenSim.Region.Framework.Scenes
158 Utils.LongToUInts(regionHandle, out x, out y); 157 Utils.LongToUInts(regionHandle, out x, out y);
159 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 158 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
160 bool v = true; 159 bool v = true;
161 if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v)) 160 if (! simulatorList.Contains(dest.ServerURI))
162 { 161 {
163 // we havent seen this simulator before, add it to the list 162 // we havent seen this simulator before, add it to the list
164 // and send it an update 163 // and send it an update
165 simulatorList.Add(dest.ServerURI); 164 simulatorList.Add(dest.ServerURI);
166 // Let move this to sync. Mono definitely does not like async networking. 165 // Let move this to sync. Mono definitely does not like async networking.
167 if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData)) 166 m_scene.SimulationService.UpdateAgent(dest, cAgentData);
168 // Also if it fails, get it out of the loop for a bit
169 _failedSims.Add(dest.ServerURI, true, 120);
170 167
171 // Leaving this here as a reminder that we tried, and it sucks. 168 // Leaving this here as a reminder that we tried, and it sucks.
172 //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; 169 //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b38523f..283de39 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1255,7 +1255,7 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1255 {
1256 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1256 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1257 if (m_agentTransfer != null) 1257 if (m_agentTransfer != null)
1258 m_agentTransfer.EnableChildAgents(this); 1258 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
1259 1259
1260 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1260 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1261 if (friendsModule != null) 1261 if (friendsModule != null)
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index 8ab3b64..4132ec7 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
@@ -153,6 +153,7 @@ namespace OpenSim.Services.Connectors.Simulation
153 return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds 153 return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds
154 } 154 }
155 155
156 private ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
156 /// <summary> 157 /// <summary>
157 /// Send updated position information about an agent in this region to a neighbor 158 /// Send updated position information about an agent in this region to a neighbor
158 /// This operation may be called very frequently if an avatar is moving about in 159 /// This operation may be called very frequently if an avatar is moving about in
@@ -160,6 +161,10 @@ namespace OpenSim.Services.Connectors.Simulation
160 /// </summary> 161 /// </summary>
161 public bool UpdateAgent(GridRegion destination, AgentPosition data) 162 public bool UpdateAgent(GridRegion destination, AgentPosition data)
162 { 163 {
164 bool v = true;
165 if (_failedSims.TryGetValue(destination.ServerURI, out v))
166 return false;
167
163 // The basic idea of this code is that the first thread that needs to 168 // The basic idea of this code is that the first thread that needs to
164 // send an update for a specific avatar becomes the worker for any subsequent 169 // send an update for a specific avatar becomes the worker for any subsequent
165 // requests until there are no more outstanding requests. Further, only send the most 170 // requests until there are no more outstanding requests. Further, only send the most
@@ -183,9 +188,10 @@ namespace OpenSim.Services.Connectors.Simulation
183 // Otherwise update the reference and start processing 188 // Otherwise update the reference and start processing
184 m_updateAgentQueue[uri] = data; 189 m_updateAgentQueue[uri] = data;
185 } 190 }
186 191
187 AgentPosition pos = null; 192 AgentPosition pos = null;
188 while (true) 193 bool success = true;
194 while (success)
189 { 195 {
190 lock (m_updateAgentQueue) 196 lock (m_updateAgentQueue)
191 { 197 {
@@ -205,11 +211,16 @@ namespace OpenSim.Services.Connectors.Simulation
205 } 211 }
206 } 212 }
207 213
208 UpdateAgent(destination, (IAgentData)pos, 10000); 214 success = UpdateAgent(destination, (IAgentData)pos, 10000);
209 } 215 }
210 216 // we get here iff success == false
211 // unreachable 217 // blacklist sim for 2 minutes
212// return true; 218 lock (m_updateAgentQueue)
219 {
220 _failedSims.AddOrUpdate(destination.ServerURI, true, 120);
221 m_updateAgentQueue.Remove(uri);
222 }
223 return false;
213 } 224 }
214 225
215 /// <summary> 226 /// <summary>