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authorUbitUmarov2015-12-17 12:20:02 +0000
committerUbitUmarov2015-12-17 12:20:02 +0000
commita4ed6111b0c6c95404526df373b0107351b2d6cf (patch)
treeaf52cd2deafb0518ebec1ae8beafd564b4d453ec
parentdont bother another thread to try to send if there is no one to listen (diff)
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change updates reprioritization control code. Do it under normal avatar updates timing and with a workjob not a timer issued thread.
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs117
1 files changed, 56 insertions, 61 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f5ca3ef..9b82380 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -209,7 +209,6 @@ namespace OpenSim.Region.Framework.Scenes
209*/ 209*/
210 } 210 }
211 211
212
213 public bool ParcelAllowThisAvatarSounds 212 public bool ParcelAllowThisAvatarSounds
214 { 213 {
215 get 214 get
@@ -281,7 +280,6 @@ namespace OpenSim.Region.Framework.Scenes
281 280
282 private bool m_followCamAuto = false; 281 private bool m_followCamAuto = false;
283 282
284
285 private Vector3? m_forceToApply; 283 private Vector3? m_forceToApply;
286 private int m_userFlags; 284 private int m_userFlags;
287 public int UserFlags 285 public int UserFlags
@@ -349,10 +347,9 @@ namespace OpenSim.Region.Framework.Scenes
349 347
350 private readonly Vector3[] Dir_Vectors = new Vector3[12]; 348 private readonly Vector3[] Dir_Vectors = new Vector3[12];
351 349
352 protected Timer m_reprioritization_timer; 350 protected int m_reprioritizationLastTime;
353 protected bool m_reprioritizing; 351 protected bool m_reprioritizationBusy;
354 protected bool m_reprioritization_called; 352
355
356 private Quaternion m_headrotation = Quaternion.Identity; 353 private Quaternion m_headrotation = Quaternion.Identity;
357 354
358 //PauPaw:Proper PID Controler for autopilot************ 355 //PauPaw:Proper PID Controler for autopilot************
@@ -371,7 +368,7 @@ namespace OpenSim.Region.Framework.Scenes
371 //private int m_moveToPositionStateStatus; 368 //private int m_moveToPositionStateStatus;
372 //***************************************************** 369 //*****************************************************
373 370
374 private bool m_collisionEventFlag = false; 371 //private bool m_collisionEventFlag = false;
375 private object m_collisionEventLock = new Object(); 372 private object m_collisionEventLock = new Object();
376 373
377 private int m_movementAnimationUpdateCounter = 0; 374 private int m_movementAnimationUpdateCounter = 0;
@@ -1033,12 +1030,10 @@ namespace OpenSim.Region.Framework.Scenes
1033 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = 1030 AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition =
1034 m_lastCameraPosition = ControllingClient.StartPos; 1031 m_lastCameraPosition = ControllingClient.StartPos;
1035 1032
1036 childUpdatesBusy = true; // disable it for now 1033 // disable updates workjobs for now
1037 1034 childUpdatesBusy = true;
1038 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 1035 m_reprioritizationBusy = true;
1039 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 1036
1040 m_reprioritization_timer.AutoReset = false;
1041
1042 AdjustKnownSeeds(); 1037 AdjustKnownSeeds();
1043 1038
1044 RegisterToEvents(); 1039 RegisterToEvents();
@@ -2047,6 +2042,10 @@ namespace OpenSim.Region.Framework.Scenes
2047 if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide) 2042 if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide)
2048 SendInitialDataToMe(); 2043 SendInitialDataToMe();
2049 2044
2045 m_lastCameraPosition = CameraPosition;
2046 m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it
2047 m_reprioritizationBusy = false;
2048
2050 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 2049 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts));
2051 2050
2052 if (!IsChildAgent && openChildAgents) 2051 if (!IsChildAgent && openChildAgents)
@@ -2544,12 +2543,6 @@ namespace OpenSim.Region.Framework.Scenes
2544 // Camera location in world. We'll need to raytrace 2543 // Camera location in world. We'll need to raytrace
2545 // from this location from time to time. 2544 // from this location from time to time.
2546 CameraPosition = agentData.CameraCenter; 2545 CameraPosition = agentData.CameraCenter;
2547 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
2548 {
2549 ReprioritizeUpdates();
2550 m_lastCameraPosition = CameraPosition;
2551 }
2552
2553 // Use these three vectors to figure out what the agent is looking at 2546 // Use these three vectors to figure out what the agent is looking at
2554 // Convert it to a Matrix and/or Quaternion 2547 // Convert it to a Matrix and/or Quaternion
2555 CameraAtAxis = agentData.CameraAtAxis; 2548 CameraAtAxis = agentData.CameraAtAxis;
@@ -2560,7 +2553,7 @@ namespace OpenSim.Region.Framework.Scenes
2560 // When we get to the point of re-computing neighbors everytime this 2553 // When we get to the point of re-computing neighbors everytime this
2561 // changes, then start using the agent's drawdistance rather than the 2554 // changes, then start using the agent's drawdistance rather than the
2562 // region's draw distance. 2555 // region's draw distance.
2563 2556
2564 DrawDistance = agentData.Far; 2557 DrawDistance = agentData.Far;
2565 2558
2566 // Check if Client has camera in 'follow cam' or 'build' mode. 2559 // Check if Client has camera in 'follow cam' or 'build' mode.
@@ -3875,6 +3868,40 @@ namespace OpenSim.Region.Framework.Scenes
3875 3868
3876 #region Significant Movement Method 3869 #region Significant Movement Method
3877 3870
3871 private void checkRePrioritization()
3872 {
3873 if(IsDeleted || !ControllingClient.IsActive)
3874 return;
3875
3876 if(m_reprioritizationBusy)
3877 return;
3878
3879 int tdiff = Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime);
3880 if(tdiff < Scene.ReprioritizationInterval)
3881 return;
3882
3883 Vector3 diff = CameraPosition - m_lastCameraPosition;
3884 float limit;
3885 if(IsChildAgent)
3886 limit = (float)Scene.ChildReprioritizationDistance;
3887 else
3888 limit = (float)Scene.RootReprioritizationDistance;
3889
3890 limit *= limit;
3891 if (diff.LengthSquared() < limit)
3892 return;
3893
3894 m_reprioritizationBusy = true;
3895 m_lastCameraPosition = CameraPosition;
3896
3897 Util.FireAndForget(
3898 o =>
3899 {
3900 ControllingClient.ReprioritizeUpdates();
3901 m_reprioritizationLastTime = Util.EnvironmentTickCount();
3902 m_reprioritizationBusy = false;
3903 }, null, "ScenePresence.Reprioritization");
3904 }
3878 /// <summary> 3905 /// <summary>
3879 /// This checks for a significant movement and sends a coarselocationchange update 3906 /// This checks for a significant movement and sends a coarselocationchange update
3880 /// </summary> 3907 /// </summary>
@@ -3896,6 +3923,9 @@ namespace OpenSim.Region.Framework.Scenes
3896 m_scene.EventManager.TriggerSignificantClientMovement(this); 3923 m_scene.EventManager.TriggerSignificantClientMovement(this);
3897 } 3924 }
3898 3925
3926 // updates priority recalc
3927 checkRePrioritization();
3928
3899 if(childUpdatesBusy) 3929 if(childUpdatesBusy)
3900 return; 3930 return;
3901 3931
@@ -4222,12 +4252,6 @@ namespace OpenSim.Region.Framework.Scenes
4222 if (cAgentData.Position != marker) // UGH!! 4252 if (cAgentData.Position != marker) // UGH!!
4223 m_pos = cAgentData.Position + offset; 4253 m_pos = cAgentData.Position + offset;
4224 4254
4225 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
4226 {
4227 posLastSignificantMove = AbsolutePosition;
4228 ReprioritizeUpdates();
4229 }
4230
4231 CameraPosition = cAgentData.Center + offset; 4255 CameraPosition = cAgentData.Center + offset;
4232 4256
4233 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 4257 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
@@ -4262,6 +4286,7 @@ namespace OpenSim.Region.Framework.Scenes
4262 4286
4263 //cAgentData.AVHeight; 4287 //cAgentData.AVHeight;
4264 //m_velocity = cAgentData.Velocity; 4288 //m_velocity = cAgentData.Velocity;
4289 checkRePrioritization();
4265 } 4290 }
4266 4291
4267 public void CopyTo(AgentData cAgent) 4292 public void CopyTo(AgentData cAgent)
@@ -4669,12 +4694,6 @@ namespace OpenSim.Region.Framework.Scenes
4669 { 4694 {
4670 // Clear known regions 4695 // Clear known regions
4671 KnownRegions = new Dictionary<ulong, string>(); 4696 KnownRegions = new Dictionary<ulong, string>();
4672
4673 lock (m_reprioritization_timer)
4674 {
4675 m_reprioritization_timer.Enabled = false;
4676 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
4677 }
4678 4697
4679 // I don't get it but mono crashes when you try to dispose of this timer, 4698 // I don't get it but mono crashes when you try to dispose of this timer,
4680 // unsetting the elapsed callback should be enough to allow for cleanup however. 4699 // unsetting the elapsed callback should be enough to allow for cleanup however.
@@ -5450,31 +5469,6 @@ namespace OpenSim.Region.Framework.Scenes
5450 return flags; 5469 return flags;
5451 } 5470 }
5452 5471
5453 private void ReprioritizeUpdates()
5454 {
5455 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
5456 {
5457 lock (m_reprioritization_timer)
5458 {
5459 if (!m_reprioritizing)
5460 m_reprioritization_timer.Enabled = m_reprioritizing = true;
5461 else
5462 m_reprioritization_called = true;
5463 }
5464 }
5465 }
5466
5467 private void Reprioritize(object sender, ElapsedEventArgs e)
5468 {
5469 ControllingClient.ReprioritizeUpdates();
5470
5471 lock (m_reprioritization_timer)
5472 {
5473 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
5474 m_reprioritization_called = false;
5475 }
5476 }
5477
5478 // returns true it local teleport allowed and sets the destiny position into pos 5472 // returns true it local teleport allowed and sets the destiny position into pos
5479 5473
5480 private bool CheckLocalTPLandingPoint(ref Vector3 pos) 5474 private bool CheckLocalTPLandingPoint(ref Vector3 pos)
@@ -5946,10 +5940,11 @@ namespace OpenSim.Region.Framework.Scenes
5946 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd); 5940 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
5947 } 5941 }
5948 } 5942 }
5949 finally 5943 catch { }
5950 { 5944// finally
5951 m_collisionEventFlag = false; 5945// {
5952 } 5946// m_collisionEventFlag = false;
5947// }
5953 } 5948 }
5954 5949
5955 private void TeleportFlagsDebug() { 5950 private void TeleportFlagsDebug() {