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author | Diva Canto | 2013-07-25 23:44:58 -0700 |
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committer | Diva Canto | 2013-07-25 23:44:58 -0700 |
commit | 878ce1e6b2b96043052015732286141f5b71310b (patch) | |
tree | 62586d92078480f05d47b25aaf5c460310c12cfe /OpenSim/Region/ClientStack | |
parent | Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 seconds... (diff) | |
download | opensim-SC_OLD-878ce1e6b2b96043052015732286141f5b71310b.zip opensim-SC_OLD-878ce1e6b2b96043052015732286141f5b71310b.tar.gz opensim-SC_OLD-878ce1e6b2b96043052015732286141f5b71310b.tar.bz2 opensim-SC_OLD-878ce1e6b2b96043052015732286141f5b71310b.tar.xz |
This should fix all issues with teleports. One should be able to TP as fast as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on:
- Child and root agents are only closed after 15 sec, maybe
- If the user comes back, they aren't closed, and everything is reused
- On the receiving side, clients and scene presences are reused if they already exist
- Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 58 |
1 files changed, 14 insertions, 44 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index c5e28ad..d02496f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | |||
@@ -91,7 +91,6 @@ namespace OpenSim.Region.ClientStack.Linden | |||
91 | scene.RegisterModuleInterface<IEventQueue>(this); | 91 | scene.RegisterModuleInterface<IEventQueue>(this); |
92 | 92 | ||
93 | scene.EventManager.OnClientClosed += ClientClosed; | 93 | scene.EventManager.OnClientClosed += ClientClosed; |
94 | scene.EventManager.OnMakeChildAgent += MakeChildAgent; | ||
95 | scene.EventManager.OnRegisterCaps += OnRegisterCaps; | 94 | scene.EventManager.OnRegisterCaps += OnRegisterCaps; |
96 | 95 | ||
97 | MainConsole.Instance.Commands.AddCommand( | 96 | MainConsole.Instance.Commands.AddCommand( |
@@ -120,7 +119,6 @@ namespace OpenSim.Region.ClientStack.Linden | |||
120 | return; | 119 | return; |
121 | 120 | ||
122 | scene.EventManager.OnClientClosed -= ClientClosed; | 121 | scene.EventManager.OnClientClosed -= ClientClosed; |
123 | scene.EventManager.OnMakeChildAgent -= MakeChildAgent; | ||
124 | scene.EventManager.OnRegisterCaps -= OnRegisterCaps; | 122 | scene.EventManager.OnRegisterCaps -= OnRegisterCaps; |
125 | 123 | ||
126 | scene.UnregisterModuleInterface<IEventQueue>(this); | 124 | scene.UnregisterModuleInterface<IEventQueue>(this); |
@@ -189,14 +187,12 @@ namespace OpenSim.Region.ClientStack.Linden | |||
189 | { | 187 | { |
190 | if (!queues.ContainsKey(agentId)) | 188 | if (!queues.ContainsKey(agentId)) |
191 | { | 189 | { |
192 | /* | ||
193 | m_log.DebugFormat( | 190 | m_log.DebugFormat( |
194 | "[EVENTQUEUE]: Adding new queue for agent {0} in region {1}", | 191 | "[EVENTQUEUE]: Adding new queue for agent {0} in region {1}", |
195 | agentId, m_scene.RegionInfo.RegionName); | 192 | agentId, m_scene.RegionInfo.RegionName); |
196 | */ | ||
197 | queues[agentId] = new Queue<OSD>(); | 193 | queues[agentId] = new Queue<OSD>(); |
198 | } | 194 | } |
199 | 195 | ||
200 | return queues[agentId]; | 196 | return queues[agentId]; |
201 | } | 197 | } |
202 | } | 198 | } |
@@ -228,8 +224,12 @@ namespace OpenSim.Region.ClientStack.Linden | |||
228 | { | 224 | { |
229 | Queue<OSD> queue = GetQueue(avatarID); | 225 | Queue<OSD> queue = GetQueue(avatarID); |
230 | if (queue != null) | 226 | if (queue != null) |
227 | { | ||
231 | lock (queue) | 228 | lock (queue) |
232 | queue.Enqueue(ev); | 229 | queue.Enqueue(ev); |
230 | } | ||
231 | else | ||
232 | m_log.WarnFormat("[EVENTQUEUE]: (Enqueue) No queue found for agent {0} in region {1}", avatarID, m_scene.RegionInfo.RegionName); | ||
233 | } | 233 | } |
234 | catch (NullReferenceException e) | 234 | catch (NullReferenceException e) |
235 | { | 235 | { |
@@ -244,7 +244,7 @@ namespace OpenSim.Region.ClientStack.Linden | |||
244 | 244 | ||
245 | private void ClientClosed(UUID agentID, Scene scene) | 245 | private void ClientClosed(UUID agentID, Scene scene) |
246 | { | 246 | { |
247 | // m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); | 247 | //m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); |
248 | 248 | ||
249 | int count = 0; | 249 | int count = 0; |
250 | while (queues.ContainsKey(agentID) && queues[agentID].Count > 0 && count++ < 5) | 250 | while (queues.ContainsKey(agentID) && queues[agentID].Count > 0 && count++ < 5) |
@@ -261,31 +261,6 @@ namespace OpenSim.Region.ClientStack.Linden | |||
261 | lock (m_AvatarQueueUUIDMapping) | 261 | lock (m_AvatarQueueUUIDMapping) |
262 | m_AvatarQueueUUIDMapping.Remove(agentID); | 262 | m_AvatarQueueUUIDMapping.Remove(agentID); |
263 | 263 | ||
264 | // lock (m_AvatarQueueUUIDMapping) | ||
265 | // { | ||
266 | // foreach (UUID ky in m_AvatarQueueUUIDMapping.Keys) | ||
267 | // { | ||
268 | //// m_log.DebugFormat("[EVENTQUEUE]: Found key {0} in m_AvatarQueueUUIDMapping while looking for {1}", ky, AgentID); | ||
269 | // if (ky == agentID) | ||
270 | // { | ||
271 | // removeitems.Add(ky); | ||
272 | // } | ||
273 | // } | ||
274 | // | ||
275 | // foreach (UUID ky in removeitems) | ||
276 | // { | ||
277 | // UUID eventQueueGetUuid = m_AvatarQueueUUIDMapping[ky]; | ||
278 | // m_AvatarQueueUUIDMapping.Remove(ky); | ||
279 | // | ||
280 | // string eqgPath = GenerateEqgCapPath(eventQueueGetUuid); | ||
281 | // MainServer.Instance.RemovePollServiceHTTPHandler("", eqgPath); | ||
282 | // | ||
283 | //// m_log.DebugFormat( | ||
284 | //// "[EVENT QUEUE GET MODULE]: Removed EQG handler {0} for {1} in {2}", | ||
285 | //// eqgPath, agentID, m_scene.RegionInfo.RegionName); | ||
286 | // } | ||
287 | // } | ||
288 | |||
289 | UUID searchval = UUID.Zero; | 264 | UUID searchval = UUID.Zero; |
290 | 265 | ||
291 | removeitems.Clear(); | 266 | removeitems.Clear(); |
@@ -305,19 +280,9 @@ namespace OpenSim.Region.ClientStack.Linden | |||
305 | foreach (UUID ky in removeitems) | 280 | foreach (UUID ky in removeitems) |
306 | m_QueueUUIDAvatarMapping.Remove(ky); | 281 | m_QueueUUIDAvatarMapping.Remove(ky); |
307 | } | 282 | } |
308 | } | ||
309 | 283 | ||
310 | private void MakeChildAgent(ScenePresence avatar) | 284 | // m_log.DebugFormat("[EVENTQUEUE]: Deleted queues for {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); |
311 | { | 285 | |
312 | //m_log.DebugFormat("[EVENTQUEUE]: Make Child agent {0} in region {1}.", avatar.UUID, m_scene.RegionInfo.RegionName); | ||
313 | //lock (m_ids) | ||
314 | // { | ||
315 | //if (m_ids.ContainsKey(avatar.UUID)) | ||
316 | //{ | ||
317 | // close the event queue. | ||
318 | //m_ids[avatar.UUID] = -1; | ||
319 | //} | ||
320 | //} | ||
321 | } | 286 | } |
322 | 287 | ||
323 | /// <summary> | 288 | /// <summary> |
@@ -417,7 +382,12 @@ namespace OpenSim.Region.ClientStack.Linden | |||
417 | if (DebugLevel >= 2) | 382 | if (DebugLevel >= 2) |
418 | m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); | 383 | m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); |
419 | 384 | ||
420 | Queue<OSD> queue = TryGetQueue(pAgentId); | 385 | Queue<OSD> queue = GetQueue(pAgentId); |
386 | if (queue == null) | ||
387 | { | ||
388 | return NoEvents(requestID, pAgentId); | ||
389 | } | ||
390 | |||
421 | OSD element; | 391 | OSD element; |
422 | lock (queue) | 392 | lock (queue) |
423 | { | 393 | { |