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authorJohn Hurliman2009-10-18 20:24:20 -0700
committerJohn Hurliman2009-10-18 20:24:20 -0700
commit233e16b99cc80190d41143ecdfe01308eb39932a (patch)
tree340a75427ec8fc9082a0f543021dbfebacdb3033 /OpenSim/Region/Framework/Scenes/Scene.cs
parent* Process the avatar terse update priority queue as soon as an update for our... (diff)
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* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs35
1 files changed, 11 insertions, 24 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 30fe976..70b11c3 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -357,13 +357,6 @@ namespace OpenSim.Region.Framework.Scenes
357 get { return m_defaultScriptEngine; } 357 get { return m_defaultScriptEngine; }
358 } 358 }
359 359
360 // Reference to all of the agents in the scene (root and child)
361 protected Dictionary<UUID, ScenePresence> m_scenePresences
362 {
363 get { return m_sceneGraph.ScenePresences; }
364 set { m_sceneGraph.ScenePresences = value; }
365 }
366
367 public EntityManager Entities 360 public EntityManager Entities
368 { 361 {
369 get { return m_sceneGraph.Entities; } 362 get { return m_sceneGraph.Entities; }
@@ -1183,14 +1176,13 @@ namespace OpenSim.Region.Framework.Scenes
1183 /// <param name="stats">Stats on the Simulator's performance</param> 1176 /// <param name="stats">Stats on the Simulator's performance</param>
1184 private void SendSimStatsPackets(SimStats stats) 1177 private void SendSimStatsPackets(SimStats stats)
1185 { 1178 {
1186 List<ScenePresence> StatSendAgents = GetScenePresences(); 1179 ForEachScenePresence(
1187 foreach (ScenePresence agent in StatSendAgents) 1180 delegate(ScenePresence agent)
1188 {
1189 if (!agent.IsChildAgent)
1190 { 1181 {
1191 agent.ControllingClient.SendSimStats(stats); 1182 if (!agent.IsChildAgent)
1183 agent.ControllingClient.SendSimStats(stats);
1192 } 1184 }
1193 } 1185 );
1194 } 1186 }
1195 1187
1196 /// <summary> 1188 /// <summary>
@@ -3501,10 +3493,8 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3493 {
3502 ScenePresence presence; 3494 ScenePresence presence;
3503 3495
3504 lock (m_scenePresences) 3496 lock (m_sceneGraph.ScenePresences)
3505 { 3497 m_sceneGraph.ScenePresences.TryGetValue(agentID, out presence);
3506 m_scenePresences.TryGetValue(agentID, out presence);
3507 }
3508 3498
3509 if (presence != null) 3499 if (presence != null)
3510 { 3500 {
@@ -3714,12 +3704,9 @@ namespace OpenSim.Region.Framework.Scenes
3714 public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position, 3704 public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
3715 Vector3 lookAt, uint teleportFlags) 3705 Vector3 lookAt, uint teleportFlags)
3716 { 3706 {
3717 ScenePresence sp = null; 3707 ScenePresence sp;
3718 lock (m_scenePresences) 3708 lock (m_sceneGraph.ScenePresences)
3719 { 3709 m_sceneGraph.ScenePresences.TryGetValue(remoteClient.AgentId, out sp);
3720 if (m_scenePresences.ContainsKey(remoteClient.AgentId))
3721 sp = m_scenePresences[remoteClient.AgentId];
3722 }
3723 3710
3724 if (sp != null) 3711 if (sp != null)
3725 { 3712 {
@@ -4168,7 +4155,7 @@ namespace OpenSim.Region.Framework.Scenes
4168 public void ForEachScenePresence(Action<ScenePresence> action) 4155 public void ForEachScenePresence(Action<ScenePresence> action)
4169 { 4156 {
4170 // We don't want to try to send messages if there are no avatars. 4157 // We don't want to try to send messages if there are no avatars.
4171 if (m_scenePresences != null) 4158 if (m_sceneGraph != null && m_sceneGraph.ScenePresences != null)
4172 { 4159 {
4173 try 4160 try
4174 { 4161 {