From 40b9b519b89f5da08e1e6b6557934bfd39b4f90b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 00:12:14 +0000 Subject: Add commented out section on collisions switch in Scene.SetSceneCoreDebug(). This was not implemented before the recent changes but should be at some point. --- OpenSim/Region/Framework/Scenes/Scene.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 76e632e..9d882c0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1074,6 +1074,12 @@ namespace OpenSim.Region.Framework.Scenes m_physics_enabled = enablePhysics; } +// if (options.ContainsKey("collisions")) +// { +// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow +// // the avatar themselves to collide with the ground. +// } + if (options.ContainsKey("teleport")) { bool enableTeleportDebugging; -- cgit v1.1 From 08b8ebcc7e71038894fa47757db6d6aa5bb66d00 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 00:54:37 +0000 Subject: Use m_lastFrameTick instead of m_lastUpdate in Scene.GetHealth(). m_lastUpdate is no longer properly updated and is redundant anyway. --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9d882c0..16ce1ba 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4504,8 +4504,8 @@ namespace OpenSim.Region.Framework.Scenes // int health=1; // Start at 1, means we're up - if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) - health+=1; + if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) + health += 1; else return health; -- cgit v1.1 From bc2963d42ab998551603b74361b26d5dfd5d0acd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 01:03:10 +0000 Subject: Comment out unused scene loop restart code. This has actually been unused since at least 0.7.2 due to earlier changes. --- OpenSim/Region/Framework/Scenes/Scene.cs | 41 +++++++++++++++++--------------- 1 file changed, 22 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 16ce1ba..d89d94d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -216,9 +216,7 @@ namespace OpenSim.Region.Framework.Scenes // TODO: Possibly stop other classes being able to manipulate this directly. private SceneGraph m_sceneGraph; private volatile int m_bordersLocked; -// private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing -// private int m_incrementsof15seconds; private volatile bool m_backingup; private Dictionary m_returns = new Dictionary(); private Dictionary m_groupsWithTargets = new Dictionary(); @@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes private bool m_physics_enabled = true; private bool m_scripts_enabled = true; private string m_defaultScriptEngine; + + /// + /// Tick at which the last login occurred. + /// private int m_LastLogin; + private Thread HeartbeatThread; private volatile bool shuttingdown; - private int m_lastUpdate; - private bool m_firstHeartbeat = true; +// private int m_lastUpdate; +// private bool m_firstHeartbeat = true; private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; private bool m_reprioritizationEnabled = true; @@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes m_permissions = new ScenePermissions(this); - m_lastUpdate = Util.EnvironmentTickCount(); +// m_lastUpdate = Util.EnvironmentTickCount(); } #endregion @@ -1170,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes HeartbeatThread.Abort(); HeartbeatThread = null; } - m_lastUpdate = Util.EnvironmentTickCount(); +// m_lastUpdate = Util.EnvironmentTickCount(); HeartbeatThread = Watchdog.StartThread( @@ -1222,8 +1225,8 @@ namespace OpenSim.Region.Framework.Scenes while (!shuttingdown) Update(-1); - m_lastUpdate = Util.EnvironmentTickCount(); - m_firstHeartbeat = false; +// m_lastUpdate = Util.EnvironmentTickCount(); +// m_firstHeartbeat = false; } finally { @@ -2541,7 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; - CheckHeartbeat(); +// CheckHeartbeat(); ScenePresence sp = GetScenePresence(client.AgentId); @@ -3117,7 +3120,7 @@ namespace OpenSim.Region.Framework.Scenes public override void RemoveClient(UUID agentID, bool closeChildAgents) { - CheckHeartbeat(); +// CheckHeartbeat(); bool isChildAgent = false; ScenePresence avatar = GetScenePresence(agentID); if (avatar != null) @@ -4516,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes else return health; - CheckHeartbeat(); +// CheckHeartbeat(); return health; } @@ -4704,14 +4707,14 @@ namespace OpenSim.Region.Framework.Scenes return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; } - private void CheckHeartbeat() - { - if (m_firstHeartbeat) - return; - - if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) - StartTimer(); - } +// private void CheckHeartbeat() +// { +// if (m_firstHeartbeat) +// return; +// +// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) +// StartTimer(); +// } public override ISceneObject DeserializeObject(string representation) { -- cgit v1.1 From a9995ede65d1327413ae5c5e9b2e6f6dcf0f11c2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 01:08:13 +0000 Subject: Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769e Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase. --- OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index cded9be..f5623bd 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation // XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations // are referenced with lower case names! - UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name); + UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper()); if (animID == UUID.Zero) return; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d89d94d..6fea5ff 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1159,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Start the timer which triggers regular scene updates + /// Start the scene loop /// - public void StartTimer() + public void Start() { // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); -- cgit v1.1 From 4ee8b3e23edc9ca11cf3d17f24fddfdcbfd8c1cc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 01:11:43 +0000 Subject: Fix build break --- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6fea5ff..8a4c6c9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1161,7 +1161,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Start the scene loop /// - public void Start() + public void StartTimer() { // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); -- cgit v1.1 From 18b3f1132eeb28e51d84e028e4fd69048150ccb7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 01:21:43 +0000 Subject: Rename Scene.StartTimer() to Start() - this method no longer uses a timer. Comment out more effectively unused old heartbeat code. --- OpenSim/Region/Framework/Scenes/Scene.cs | 49 ++++++++++++++++---------------- 1 file changed, 25 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8a4c6c9..d354ef0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -211,7 +211,7 @@ namespace OpenSim.Region.Framework.Scenes /// private bool m_cleaningTemps = false; - private Object m_heartbeatLock = new Object(); +// private Object m_heartbeatLock = new Object(); // TODO: Possibly stop other classes being able to manipulate this directly. private SceneGraph m_sceneGraph; @@ -1159,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Start the scene loop + /// Start the scene /// - public void StartTimer() + public void Start() { // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); @@ -1206,33 +1206,34 @@ namespace OpenSim.Region.Framework.Scenes /// private void Heartbeat() { - if (!Monitor.TryEnter(m_heartbeatLock)) - { - Watchdog.RemoveThread(); - return; - } +// if (!Monitor.TryEnter(m_heartbeatLock)) +// { +// Watchdog.RemoveThread(); +// return; +// } - try - { - m_eventManager.TriggerOnRegionStarted(this); +// try +// { + + m_eventManager.TriggerOnRegionStarted(this); - // The first frame can take a very long time due to physics actors being added on startup. Therefore, - // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false - // alarms for scenes with many objects. - Update(1); - Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; + // The first frame can take a very long time due to physics actors being added on startup. Therefore, + // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false + // alarms for scenes with many objects. + Update(1); + Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; - while (!shuttingdown) - Update(-1); + while (!shuttingdown) + Update(-1); // m_lastUpdate = Util.EnvironmentTickCount(); // m_firstHeartbeat = false; - } - finally - { - Monitor.Pulse(m_heartbeatLock); - Monitor.Exit(m_heartbeatLock); - } +// } +// finally +// { +// Monitor.Pulse(m_heartbeatLock); +// Monitor.Exit(m_heartbeatLock); +// } Watchdog.RemoveThread(); } -- cgit v1.1 From 349454ca2740d5eb5d465f0d45ebd49975556dd5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 01:46:11 +0000 Subject: Remove unnecessary shutting down check in Scene.Heartbeat(). Add some method doc. Rename HeartbeatThread, shuttingdown to conform to code standards. --- OpenSim/Region/Framework/Scenes/Scene.cs | 37 +++++++++++++++++--------------- 1 file changed, 20 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d354ef0..09b91c0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -230,8 +230,19 @@ namespace OpenSim.Region.Framework.Scenes /// private int m_LastLogin; - private Thread HeartbeatThread; - private volatile bool shuttingdown; + /// + /// Thread that runs the scene loop. + /// + private Thread m_heartbeatThread; + + /// + /// True if these scene is in the process of shutting down or is shutdown. + /// + public bool ShuttingDown + { + get { return m_shuttingDown; } + } + private volatile bool m_shuttingDown; // private int m_lastUpdate; // private bool m_firstHeartbeat = true; @@ -811,11 +822,6 @@ namespace OpenSim.Region.Framework.Scenes #region Startup / Close Methods - public bool ShuttingDown - { - get { return shuttingdown; } - } - /// /// The scene graph for this scene /// @@ -1134,8 +1140,7 @@ namespace OpenSim.Region.Framework.Scenes ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); // Stop updating the scene objects and agents. - //m_heartbeatTimer.Close(); - shuttingdown = true; + m_shuttingDown = true; m_log.Debug("[SCENE]: Persisting changed objects"); EventManager.TriggerSceneShuttingDown(this); @@ -1168,14 +1173,14 @@ namespace OpenSim.Region.Framework.Scenes //m_heartbeatTimer.Enabled = true; //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); - if (HeartbeatThread != null) + if (m_heartbeatThread != null) { - HeartbeatThread.Abort(); - HeartbeatThread = null; + m_heartbeatThread.Abort(); + m_heartbeatThread = null; } // m_lastUpdate = Util.EnvironmentTickCount(); - HeartbeatThread + m_heartbeatThread = Watchdog.StartThread( Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); } @@ -1222,9 +1227,7 @@ namespace OpenSim.Region.Framework.Scenes // alarms for scenes with many objects. Update(1); Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; - - while (!shuttingdown) - Update(-1); + Update(-1); // m_lastUpdate = Util.EnvironmentTickCount(); // m_firstHeartbeat = false; @@ -1252,7 +1255,7 @@ namespace OpenSim.Region.Framework.Scenes List coarseLocations; List avatarUUIDs; - while (!shuttingdown && (endFrame == null || Frame < endFrame)) + while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) { maintc = Util.EnvironmentTickCount(); ++Frame; -- cgit v1.1 From ade164667fb7bd9d1996a8791a1f751f191c16bc Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 23 Mar 2012 03:16:07 +0100 Subject: Make anims way more snappy. Decouple SP animation handling from physics frame time. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 43 ++++++++++++++++-------- 1 file changed, 29 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2346c60..a23dc31 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes private bool m_collisionEventFlag = false; private object m_collisionEventLock = new Object(); + private int m_movementAnimationUpdateCounter = 0; + private Vector3 m_prevSitOffset; protected AvatarAppearance m_appearance; @@ -741,6 +743,26 @@ namespace OpenSim.Region.Framework.Scenes Appearance = appearance; } + private void RegionHeartbeatEnd(Scene scene) + { + if (IsChildAgent) + return; + + m_movementAnimationUpdateCounter ++; + if (m_movementAnimationUpdateCounter >= 2) + { + m_movementAnimationUpdateCounter = 0; + if (Animator != null) + { + Animator.UpdateMovementAnimations(); + } + else + { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + } + } + } + public void RegisterToEvents() { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; @@ -952,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes MovementFlag = 0; m_scene.EventManager.TriggerOnMakeRootAgent(this); + + m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; } public int GetStateSource() @@ -979,6 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeChildAgent() { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); // Reset these so that teleporting in and walking out isn't seen @@ -2377,14 +2403,15 @@ namespace OpenSim.Region.Framework.Scenes direc.Z *= 2.6f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - Animator.TrySetMovementAnimation("PREJUMP"); - Animator.TrySetMovementAnimation("JUMP"); +// Animator.TrySetMovementAnimation("PREJUMP"); +// Animator.TrySetMovementAnimation("JUMP"); } } } // TODO: Add the force instead of only setting it to support multiple forces per frame? m_forceToApply = direc; + Animator.UpdateMovementAnimations(); } #endregion @@ -3334,18 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes if (IsChildAgent) return; - //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) - // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( - // as of this comment the interval is set in AddToPhysicalScene - if (Animator != null) - { -// if (m_updateCount > 0) -// { - Animator.UpdateMovementAnimations(); -// m_updateCount--; -// } - } - CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; -- cgit v1.1 From 4ed833bc9dba8e0208777f8afde32a67aebe143a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 02:49:29 +0000 Subject: Add a scene maintenance thread in parallel to the heartbeat thread. The maintenance thread will end up running regular jobs that don't need to be in the main scene loop. The idea is to make the critical main scene loop as skinny as possible - it doesn't need to run things that aren't time critical and don't depend on update ordering. This will be done gradually over time to try and uncover any issues. Many non-criticial scene loop activities are being launched on separate threadpool threads anyway. This may also allow modules to register their own maintenance jobs without having to maintain their own timers and threads. Currently the maintenance loop runs once a second, as opposed to the 89ms scene loop. --- OpenSim/Region/Framework/Scenes/Scene.cs | 91 +++++++++++++++++++++++++++----- 1 file changed, 77 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 09b91c0..41e9bbc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -169,6 +169,11 @@ namespace OpenSim.Region.Framework.Scenes } /// + /// Current maintenance run number + /// + public uint MaintenanceRun { get; private set; } + + /// /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we /// will sleep for the remaining period. /// @@ -178,6 +183,11 @@ namespace OpenSim.Region.Framework.Scenes /// public float MinFrameTime { get; private set; } + /// + /// The minimum length of time in seconds that will be taken for a maintenance run. + /// + public float MinMaintenanceTime { get; private set; } + private int m_update_physics = 1; private int m_update_entitymovement = 1; private int m_update_objects = 1; @@ -206,6 +216,11 @@ namespace OpenSim.Region.Framework.Scenes private int m_lastFrameTick; /// + /// Tick at which the last maintenance run occurred. + /// + private int m_lastMaintenanceTick; + + /// /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched /// asynchronously from the update loop. /// @@ -560,6 +575,7 @@ namespace OpenSim.Region.Framework.Scenes { m_config = config; MinFrameTime = 0.089f; + MinMaintenanceTime = 1; Random random = new Random(); @@ -1226,6 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false // alarms for scenes with many objects. Update(1); + + Watchdog.StartThread( + Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); + Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; Update(-1); @@ -1241,6 +1261,63 @@ namespace OpenSim.Region.Framework.Scenes Watchdog.RemoveThread(); } + private void Maintenance() + { + DoMaintenance(-1); + + Watchdog.RemoveThread(); + } + + public void DoMaintenance(int runs) + { + long? endRun = null; + int runtc; + int previousMaintenanceTick; + + if (runs >= 0) + endRun = MaintenanceRun + runs; + + List coarseLocations; + List avatarUUIDs; + + while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun)) + { + runtc = Util.EnvironmentTickCount(); + ++MaintenanceRun; + + // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) + if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) + { + SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); + // Send coarse locations to clients + ForEachScenePresence(delegate(ScenePresence presence) + { + presence.SendCoarseLocations(coarseLocations, avatarUUIDs); + }); + } + + Watchdog.UpdateThread(); + + previousMaintenanceTick = m_lastMaintenanceTick; + m_lastMaintenanceTick = Util.EnvironmentTickCount(); + runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); + runtc = (int)(MinMaintenanceTime * 1000) - runtc; + + if (runtc > 0) + Thread.Sleep(runtc); + + // Optionally warn if a frame takes double the amount of time that it should. + if (DebugUpdates + && Util.EnvironmentTickCountSubtract( + m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) + m_log.WarnFormat( + "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", + Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), + MinMaintenanceTime * 1000, + RegionInfo.RegionName); + } + } + public override void Update(int frames) { long? endFrame = null; @@ -1252,8 +1329,6 @@ namespace OpenSim.Region.Framework.Scenes int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; int previousFrameTick; int maintc; - List coarseLocations; - List avatarUUIDs; while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) { @@ -1305,17 +1380,6 @@ namespace OpenSim.Region.Framework.Scenes if (Frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); - // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) - if (Frame % m_update_coarse_locations == 0) - { - SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); - // Send coarse locations to clients - ForEachScenePresence(delegate(ScenePresence presence) - { - presence.SendCoarseLocations(coarseLocations, avatarUUIDs); - }); - } - agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); // Delete temp-on-rez stuff @@ -1423,7 +1487,6 @@ namespace OpenSim.Region.Framework.Scenes EventManager.TriggerRegionHeartbeatEnd(this); - // Tell the watchdog that this thread is still alive Watchdog.UpdateThread(); previousFrameTick = m_lastFrameTick; -- cgit v1.1 From 54887bf38623007d9148e651b1d08f6d6fca35e7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 03:33:07 +0000 Subject: Add experimental SendPeriodicAppearanceUpdates = true/false setting to [Startup] in OpenSim.ini On osgrid and other places, I have observed that manually sending appearance updates from the console often relieves grey avatar syndrome. Despite hunting high and low, I haven't been able to find where this packet is sometimes being lost - it might be a persistent viewer bug for all I know. Therefore, this experimental setting resends appearance data for everybody in the scene every 60 seconds. These packets are small and the viewer only fetches texture data if it doesn't already have it. Default is false. --- OpenSim/Region/Framework/Scenes/Scene.cs | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 41e9bbc..5809508 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -104,6 +104,11 @@ namespace OpenSim.Region.Framework.Scenes public bool m_allowScriptCrossings; public bool m_useFlySlow; + /// + /// Temporarily setting to trigger appearance resends at 60 second intervals. + /// + public bool SendPeriodicAppearanceUpdates { get; set; } + protected float m_defaultDrawDistance = 255.0f; public float DefaultDrawDistance { @@ -761,6 +766,8 @@ namespace OpenSim.Region.Framework.Scenes m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); + + SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); } #endregion Region Config @@ -1296,6 +1303,16 @@ namespace OpenSim.Region.Framework.Scenes }); } + if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) + { + m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); + + if (AvatarFactory != null) + { + ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); + } + } + Watchdog.UpdateThread(); previousMaintenanceTick = m_lastMaintenanceTick; -- cgit v1.1 From d4beb2f5bcc71949c47daefc25d65160423d6cb1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Mar 2012 03:39:39 +0000 Subject: Comment out log message about sending periodic appearance updates. --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5809508..0dcbcdb 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1305,8 +1305,8 @@ namespace OpenSim.Region.Framework.Scenes if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) { - m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); - +// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); + if (AvatarFactory != null) { ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); -- cgit v1.1