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authorJohn Hurliman2009-10-19 15:19:09 -0700
committerJohn Hurliman2009-10-19 15:19:09 -0700
commit142008121e2e9c5ca5fca5de07b8a14e37279800 (patch)
tree003824e2639ba00636e3133d2f991b62d8b79bdc /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
parentMerge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim into... (diff)
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* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs19
1 files changed, 12 insertions, 7 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 66e1468..74175d0 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -107,7 +107,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
107 /// <summary>Manages authentication for agent circuits</summary> 107 /// <summary>Manages authentication for agent circuits</summary>
108 private AgentCircuitManager m_circuitManager; 108 private AgentCircuitManager m_circuitManager;
109 /// <summary>Reference to the scene this UDP server is attached to</summary> 109 /// <summary>Reference to the scene this UDP server is attached to</summary>
110 private IScene m_scene; 110 private Scene m_scene;
111 /// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary> 111 /// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
112 private Location m_location; 112 private Location m_location;
113 /// <summary>The measured resolution of Environment.TickCount</summary> 113 /// <summary>The measured resolution of Environment.TickCount</summary>
@@ -184,15 +184,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
184 184
185 public void AddScene(IScene scene) 185 public void AddScene(IScene scene)
186 { 186 {
187 if (m_scene == null) 187 if (m_scene != null)
188 { 188 {
189 m_scene = scene; 189 m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
190 m_location = new Location(m_scene.RegionInfo.RegionHandle); 190 return;
191 } 191 }
192 else 192
193 if (!(scene is Scene))
193 { 194 {
194 m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene"); 195 m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
196 return;
195 } 197 }
198
199 m_scene = (Scene)scene;
200 m_location = new Location(m_scene.RegionInfo.RegionHandle);
196 } 201 }
197 202
198 public bool HandlesRegion(Location x) 203 public bool HandlesRegion(Location x)
@@ -794,7 +799,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
794 elapsed500MS = 0; 799 elapsed500MS = 0;
795 } 800 }
796 801
797 m_scene.ClientManager.ForEach( 802 m_scene.ClientManager.ForEachSync(
798 delegate(IClientAPI client) 803 delegate(IClientAPI client)
799 { 804 {
800 if (client is LLClientView) 805 if (client is LLClientView)