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authorTeravus Ovares2008-10-11 11:43:42 +0000
committerTeravus Ovares2008-10-11 11:43:42 +0000
commitabc6424c51324fecd393057b3c95b1f93c74d573 (patch)
tree1a25ef7ca80d267b5c92373104ea466046e02c17 /OpenSim/Region/Environment
parentAdd the 4 missing events (diff)
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* Removed Heartbeat timer
* Implemented a proper update thread * Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now. * This should actually improve performance significantly.. But, see the warning on the next line! * Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs275
1 files changed, 148 insertions, 127 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 8bd3642..965ccdf 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -60,10 +60,11 @@ namespace OpenSim.Region.Environment.Scenes
60 public delegate void SynchronizeSceneHandler(Scene scene); 60 public delegate void SynchronizeSceneHandler(Scene scene);
61 public SynchronizeSceneHandler SynchronizeScene = null; 61 public SynchronizeSceneHandler SynchronizeScene = null;
62 public int splitID = 0; 62 public int splitID = 0;
63
63 64
64 #region Fields 65 #region Fields
65 66
66 protected Timer m_heartbeatTimer = new Timer(); 67
67 protected Timer m_restartWaitTimer = new Timer(); 68 protected Timer m_restartWaitTimer = new Timer();
68 69
69 protected SimStatsReporter m_statsReporter; 70 protected SimStatsReporter m_statsReporter;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Environment.Scenes
83 84
84 private int m_timePhase = 24; 85 private int m_timePhase = 24;
85 86
86 private readonly Mutex updateLock; 87
87 88
88 /// <summary> 89 /// <summary>
89 /// Are we applying physics to any of the prims in this scene? 90 /// Are we applying physics to any of the prims in this scene?
@@ -169,6 +170,8 @@ namespace OpenSim.Region.Environment.Scenes
169 private bool m_scripts_enabled = true; 170 private bool m_scripts_enabled = true;
170 private string m_defaultScriptEngine; 171 private string m_defaultScriptEngine;
171 private int m_LastLogin = 0; 172 private int m_LastLogin = 0;
173 private Thread HeartbeatThread;
174 private volatile bool shuttingdown = false;
172 175
173 #endregion 176 #endregion
174 177
@@ -259,7 +262,7 @@ namespace OpenSim.Region.Environment.Scenes
259 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) 262 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
260 { 263 {
261 m_config = config; 264 m_config = config;
262 updateLock = new Mutex(false); 265
263 m_moduleLoader = moduleLoader; 266 m_moduleLoader = moduleLoader;
264 m_authenticateHandler = authen; 267 m_authenticateHandler = authen;
265 CommsManager = commsMan; 268 CommsManager = commsMan;
@@ -631,7 +634,8 @@ namespace OpenSim.Region.Environment.Scenes
631 // Stop all client threads. 634 // Stop all client threads.
632 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); }); 635 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
633 // Stop updating the scene objects and agents. 636 // Stop updating the scene objects and agents.
634 m_heartbeatTimer.Close(); 637 //m_heartbeatTimer.Close();
638 shuttingdown = true;
635 // close the inner scene 639 // close the inner scene
636 m_innerScene.Close(); 640 m_innerScene.Close();
637 // De-register with region communications (events cleanup) 641 // De-register with region communications (events cleanup)
@@ -656,10 +660,16 @@ namespace OpenSim.Region.Environment.Scenes
656 /// </summary> 660 /// </summary>
657 public void StartTimer() 661 public void StartTimer()
658 { 662 {
659 m_log.Debug("[SCENE]: Starting timer"); 663 //m_log.Debug("[SCENE]: Starting timer");
660 m_heartbeatTimer.Enabled = true; 664 //m_heartbeatTimer.Enabled = true;
661 m_heartbeatTimer.Interval = (int)(m_timespan * 1000); 665 //m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
662 m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 666 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
667 HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
668 HeartbeatThread.SetApartmentState(ApartmentState.MTA);
669 HeartbeatThread.Name = "Heartbeat";
670 HeartbeatThread.Priority = ThreadPriority.AboveNormal;
671 ThreadTracker.Add(HeartbeatThread);
672 HeartbeatThread.Start();
663 } 673 }
664 674
665 /// <summary> 675 /// <summary>
@@ -685,7 +695,7 @@ namespace OpenSim.Region.Environment.Scenes
685 /// </summary> 695 /// </summary>
686 /// <param name="sender"></param> 696 /// <param name="sender"></param>
687 /// <param name="e"></param> 697 /// <param name="e"></param>
688 private void Heartbeat(object sender, EventArgs e) 698 private void Heartbeat(object sender)
689 { 699 {
690 Update(); 700 Update();
691 } 701 }
@@ -695,146 +705,157 @@ namespace OpenSim.Region.Environment.Scenes
695 /// </summary> 705 /// </summary>
696 public override void Update() 706 public override void Update()
697 { 707 {
698 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; 708 int maintc = 0;
699 // Aquire a lock so only one update call happens at once 709 while (!shuttingdown)
700 updateLock.WaitOne();
701 float physicsFPS = 0;
702 //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
703 int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
704
705 if (agentsInScene > 21)
706 { 710 {
707 if (m_update_entities == 1) 711 maintc = System.Environment.TickCount;
712
713 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
714 // Aquire a lock so only one update call happens at once
715 //updateLock.WaitOne();
716 float physicsFPS = 0;
717 //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
718 int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
719
720 if (agentsInScene > 21)
708 { 721 {
709 m_update_entities = 5; 722 if (m_update_entities == 1)
710 m_statsReporter.SetUpdateMS(6000); 723 {
724 m_update_entities = 5;
725 m_statsReporter.SetUpdateMS(6000);
726 }
711 } 727 }
712 } 728 else
713 else
714 {
715 if (m_update_entities == 5)
716 { 729 {
717 m_update_entities = 1; 730 if (m_update_entities == 5)
718 m_statsReporter.SetUpdateMS(3000); 731 {
732 m_update_entities = 1;
733 m_statsReporter.SetUpdateMS(3000);
734 }
719 } 735 }
720 }
721 736
722 frameMS = System.Environment.TickCount; 737 frameMS = System.Environment.TickCount;
723 try 738 try
724 { 739 {
725 // Increment the frame counter 740 // Increment the frame counter
726 m_frame++; 741 m_frame++;
727
728 // Loop it
729 if (m_frame == Int32.MaxValue)
730 m_frame = 0;
731
732 physicsMS2 = System.Environment.TickCount;
733 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
734 m_innerScene.UpdatePreparePhysics();
735 physicsMS2 = System.Environment.TickCount - physicsMS2;
736 742
737 if (m_frame % m_update_entitymovement == 0) 743 // Loop it
738 m_innerScene.UpdateEntityMovement(); 744 if (m_frame == Int32.MaxValue)
745 m_frame = 0;
739 746
740 physicsMS = System.Environment.TickCount; 747 physicsMS2 = System.Environment.TickCount;
741 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 748 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
742 physicsFPS = m_innerScene.UpdatePhysics( 749 m_innerScene.UpdatePreparePhysics();
743 Math.Max(SinceLastFrame.TotalSeconds, m_timespan) 750 physicsMS2 = System.Environment.TickCount - physicsMS2;
744 );
745 if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
746 SynchronizeScene(this);
747 751
748 physicsMS = System.Environment.TickCount - physicsMS; 752 if (m_frame % m_update_entitymovement == 0)
749 physicsMS += physicsMS2; 753 m_innerScene.UpdateEntityMovement();
750 754
751 otherMS = System.Environment.TickCount; 755 physicsMS = System.Environment.TickCount;
752 // run through all entities looking for updates (slow) 756 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
753 if (m_frame % m_update_entities == 0) 757 physicsFPS = m_innerScene.UpdatePhysics(
754 m_innerScene.UpdateEntities(); 758 Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
759 );
760 if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
761 SynchronizeScene(this);
755 762
756 // run through entities that have scheduled themselves for 763 physicsMS = System.Environment.TickCount - physicsMS;
757 // updates looking for updates(faster) 764 physicsMS += physicsMS2;
758 if (m_frame % m_update_entitiesquick == 0)
759 m_innerScene.ProcessUpdates();
760 765
761 // Run through scenepresences looking for updates 766 otherMS = System.Environment.TickCount;
762 if (m_frame % m_update_presences == 0) 767 // run through all entities looking for updates (slow)
763 m_innerScene.UpdatePresences(); 768 if (m_frame % m_update_entities == 0)
769 m_innerScene.UpdateEntities();
764 770
765 // Delete temp-on-rez stuff 771 // run through entities that have scheduled themselves for
766 if (m_frame % m_update_backup == 0) 772 // updates looking for updates(faster)
767 CleanTempObjects(); 773 if (m_frame % m_update_entitiesquick == 0)
774 m_innerScene.ProcessUpdates();
768 775
769 if (Region_Status != RegionStatus.SlaveScene) 776 // Run through scenepresences looking for updates
770 { 777 if (m_frame % m_update_presences == 0)
771 if (m_frame % m_update_events == 0) 778 m_innerScene.UpdatePresences();
772 UpdateEvents();
773 779
780 // Delete temp-on-rez stuff
774 if (m_frame % m_update_backup == 0) 781 if (m_frame % m_update_backup == 0)
782 CleanTempObjects();
783
784 if (Region_Status != RegionStatus.SlaveScene)
775 { 785 {
776 UpdateStorageBackup(); 786 if (m_frame % m_update_events == 0)
777 } 787 UpdateEvents();
778 788
779 if (m_frame % m_update_terrain == 0) 789 if (m_frame % m_update_backup == 0)
780 UpdateTerrain(); 790 {
781 791 UpdateStorageBackup();
782 if (m_frame % m_update_land == 0) 792 }
783 UpdateLand();
784 otherMS = System.Environment.TickCount - otherMS;
785 // if (m_frame%m_update_avatars == 0)
786 // UpdateInWorldTime();
787 m_statsReporter.AddPhysicsFPS(physicsFPS);
788 m_statsReporter.AddTimeDilation(m_timedilation);
789 m_statsReporter.AddFPS(1);
790 m_statsReporter.AddInPackets(0);
791 m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
792 m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
793 m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount());
794 m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount());
795 frameMS = System.Environment.TickCount - frameMS;
796 m_statsReporter.addFrameMS(frameMS);
797 m_statsReporter.addPhysicsMS(physicsMS);
798 m_statsReporter.addOtherMS(otherMS);
799 m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount());
800 m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
801 }
802 }
803 catch (NotImplementedException)
804 {
805 throw;
806 }
807 catch (AccessViolationException e)
808 {
809 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
810 }
811 catch (NullReferenceException e)
812 {
813 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
814 }
815 catch (InvalidOperationException e)
816 {
817 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
818 }
819 catch (Exception e)
820 {
821 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
822 }
823 finally
824 {
825 updateLock.ReleaseMutex();
826 // Get actual time dilation
827 float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
828 793
829 // If actual time dilation is greater then one, we're catching up, so subtract 794 if (m_frame % m_update_terrain == 0)
830 // the amount that's greater then 1 from the time dilation 795 UpdateTerrain();
831 if (tmpval > 1.0) 796
797 if (m_frame % m_update_land == 0)
798 UpdateLand();
799 otherMS = System.Environment.TickCount - otherMS;
800 // if (m_frame%m_update_avatars == 0)
801 // UpdateInWorldTime();
802 m_statsReporter.AddPhysicsFPS(physicsFPS);
803 m_statsReporter.AddTimeDilation(m_timedilation);
804 m_statsReporter.AddFPS(1);
805 m_statsReporter.AddInPackets(0);
806 m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
807 m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
808 m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount());
809 m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount());
810 frameMS = System.Environment.TickCount - frameMS;
811 m_statsReporter.addFrameMS(frameMS);
812 m_statsReporter.addPhysicsMS(physicsMS);
813 m_statsReporter.addOtherMS(otherMS);
814 m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount());
815 m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
816 }
817 }
818 catch (NotImplementedException)
832 { 819 {
833 tmpval = tmpval - (tmpval - 1.0f); 820 throw;
834 } 821 }
835 m_timedilation = tmpval; 822 catch (AccessViolationException e)
823 {
824 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
825 }
826 catch (NullReferenceException e)
827 {
828 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
829 }
830 catch (InvalidOperationException e)
831 {
832 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
833 }
834 catch (Exception e)
835 {
836 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
837 }
838 finally
839 {
840 //updateLock.ReleaseMutex();
841 // Get actual time dilation
842 float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
836 843
837 m_lastupdate = DateTime.Now; 844 // If actual time dilation is greater then one, we're catching up, so subtract
845 // the amount that's greater then 1 from the time dilation
846 if (tmpval > 1.0)
847 {
848 tmpval = tmpval - (tmpval - 1.0f);
849 }
850 m_timedilation = tmpval;
851
852 m_lastupdate = DateTime.Now;
853 }
854 maintc = System.Environment.TickCount - maintc;
855 maintc = (int)(m_timespan * 1000) - maintc;
856
857 if ((maintc < (m_timespan * 1000)) && maintc > 0)
858 Thread.Sleep(maintc);
838 } 859 }
839 } 860 }
840 861