aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Scene.cs
diff options
context:
space:
mode:
authorMelanie2012-03-23 02:44:22 +0000
committerMelanie2012-03-23 02:44:22 +0000
commit2190a62366a633e93e2d4b0284962127f1a5cbf9 (patch)
tree326b866b027bd57c8edf158a5514b13c4ad20768 /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge branch 'master' into careminster (diff)
parentRemove unnecessary shutting down check in Scene.Heartbeat(). Add some method... (diff)
downloadopensim-SC_OLD-2190a62366a633e93e2d4b0284962127f1a5cbf9.zip
opensim-SC_OLD-2190a62366a633e93e2d4b0284962127f1a5cbf9.tar.gz
opensim-SC_OLD-2190a62366a633e93e2d4b0284962127f1a5cbf9.tar.bz2
opensim-SC_OLD-2190a62366a633e93e2d4b0284962127f1a5cbf9.tar.xz
Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Application/OpenSimBase.cs OpenSim/Region/Framework/Scenes/Scene.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs124
1 files changed, 69 insertions, 55 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 44a738e..34ad58a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -215,14 +215,12 @@ namespace OpenSim.Region.Framework.Scenes
215 /// </summary> 215 /// </summary>
216 private bool m_cleaningTemps = false; 216 private bool m_cleaningTemps = false;
217 217
218 private Object m_heartbeatLock = new Object(); 218// private Object m_heartbeatLock = new Object();
219 219
220 // TODO: Possibly stop other classes being able to manipulate this directly. 220 // TODO: Possibly stop other classes being able to manipulate this directly.
221 private SceneGraph m_sceneGraph; 221 private SceneGraph m_sceneGraph;
222 private volatile int m_bordersLocked; 222 private volatile int m_bordersLocked;
223// private int m_RestartTimerCounter;
224 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 223 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
225// private int m_incrementsof15seconds;
226 private volatile bool m_backingup; 224 private volatile bool m_backingup;
227 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 225 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
228 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 226 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@@ -230,16 +228,34 @@ namespace OpenSim.Region.Framework.Scenes
230 private bool m_physics_enabled = true; 228 private bool m_physics_enabled = true;
231 private bool m_scripts_enabled = true; 229 private bool m_scripts_enabled = true;
232 private string m_defaultScriptEngine; 230 private string m_defaultScriptEngine;
231
232 /// <summary>
233 /// Tick at which the last login occurred.
234 /// </summary>
233 private int m_LastLogin; 235 private int m_LastLogin;
234 private Thread HeartbeatThread = null;
235 private volatile bool shuttingdown;
236 236
237 private int m_lastUpdate;
238 private int m_lastIncoming; 237 private int m_lastIncoming;
239 private int m_lastOutgoing; 238 private int m_lastOutgoing;
240 private bool m_firstHeartbeat = true;
241 private int m_hbRestarts = 0; 239 private int m_hbRestarts = 0;
242 240
241
242 /// <summary>
243 /// Thread that runs the scene loop.
244 /// </summary>
245 private Thread m_heartbeatThread;
246
247 /// <summary>
248 /// True if these scene is in the process of shutting down or is shutdown.
249 /// </summary>
250 public bool ShuttingDown
251 {
252 get { return m_shuttingDown; }
253 }
254 private volatile bool m_shuttingDown;
255
256// private int m_lastUpdate;
257 private bool m_firstHeartbeat = true;
258
243 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 259 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
244 private bool m_reprioritizationEnabled = true; 260 private bool m_reprioritizationEnabled = true;
245 private double m_reprioritizationInterval = 5000.0; 261 private double m_reprioritizationInterval = 5000.0;
@@ -577,7 +593,6 @@ namespace OpenSim.Region.Framework.Scenes
577 m_EstateDataService = estateDataService; 593 m_EstateDataService = estateDataService;
578 m_regionHandle = m_regInfo.RegionHandle; 594 m_regionHandle = m_regInfo.RegionHandle;
579 m_regionName = m_regInfo.RegionName; 595 m_regionName = m_regInfo.RegionName;
580 m_lastUpdate = Util.EnvironmentTickCount();
581 m_lastIncoming = 0; 596 m_lastIncoming = 0;
582 m_lastOutgoing = 0; 597 m_lastOutgoing = 0;
583 598
@@ -834,18 +849,13 @@ namespace OpenSim.Region.Framework.Scenes
834 849
835 m_permissions = new ScenePermissions(this); 850 m_permissions = new ScenePermissions(this);
836 851
837 m_lastUpdate = Util.EnvironmentTickCount(); 852// m_lastUpdate = Util.EnvironmentTickCount();
838 } 853 }
839 854
840 #endregion 855 #endregion
841 856
842 #region Startup / Close Methods 857 #region Startup / Close Methods
843 858
844 public bool ShuttingDown
845 {
846 get { return shuttingdown; }
847 }
848
849 /// <value> 859 /// <value>
850 /// The scene graph for this scene 860 /// The scene graph for this scene
851 /// </value> 861 /// </value>
@@ -1107,6 +1117,12 @@ namespace OpenSim.Region.Framework.Scenes
1107 m_physics_enabled = enablePhysics; 1117 m_physics_enabled = enablePhysics;
1108 } 1118 }
1109 1119
1120// if (options.ContainsKey("collisions"))
1121// {
1122// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
1123// // the avatar themselves to collide with the ground.
1124// }
1125
1110 if (options.ContainsKey("teleport")) 1126 if (options.ContainsKey("teleport"))
1111 { 1127 {
1112 bool enableTeleportDebugging; 1128 bool enableTeleportDebugging;
@@ -1158,8 +1174,7 @@ namespace OpenSim.Region.Framework.Scenes
1158 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1174 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1159 1175
1160 // Stop updating the scene objects and agents. 1176 // Stop updating the scene objects and agents.
1161 //m_heartbeatTimer.Close(); 1177 m_shuttingDown = true;
1162 shuttingdown = true;
1163 1178
1164 m_log.Debug("[SCENE]: Persisting changed objects"); 1179 m_log.Debug("[SCENE]: Persisting changed objects");
1165 EventManager.TriggerSceneShuttingDown(this); 1180 EventManager.TriggerSceneShuttingDown(this);
@@ -1183,16 +1198,16 @@ namespace OpenSim.Region.Framework.Scenes
1183 } 1198 }
1184 1199
1185 /// <summary> 1200 /// <summary>
1186 /// Start the timer which triggers regular scene updates 1201 /// Start the scene
1187 /// </summary> 1202 /// </summary>
1188 public void StartTimer() 1203 public void Start()
1189 { 1204 {
1190// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); 1205// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
1191 1206
1192 //m_heartbeatTimer.Enabled = true; 1207 //m_heartbeatTimer.Enabled = true;
1193 //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); 1208 //m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
1194 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1209 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1195 if (HeartbeatThread != null) 1210 if (m_heartbeatThread != null)
1196 { 1211 {
1197 m_hbRestarts++; 1212 m_hbRestarts++;
1198 if(m_hbRestarts > 10) 1213 if(m_hbRestarts > 10)
@@ -1208,13 +1223,13 @@ namespace OpenSim.Region.Framework.Scenes
1208//proc.WaitForExit(); 1223//proc.WaitForExit();
1209//Thread.Sleep(1000); 1224//Thread.Sleep(1000);
1210//Environment.Exit(1); 1225//Environment.Exit(1);
1211 HeartbeatThread.Abort(); 1226 m_heartbeatThread.Abort();
1212 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId); 1227 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1213 HeartbeatThread = null; 1228 m_heartbeatThread = null;
1214 } 1229 }
1215 m_lastUpdate = Util.EnvironmentTickCount(); 1230// m_lastUpdate = Util.EnvironmentTickCount();
1216 1231
1217 HeartbeatThread 1232 m_heartbeatThread
1218 = Watchdog.StartThread( 1233 = Watchdog.StartThread(
1219 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1234 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
1220 } 1235 }
@@ -1245,30 +1260,32 @@ namespace OpenSim.Region.Framework.Scenes
1245 /// </summary> 1260 /// </summary>
1246 private void Heartbeat() 1261 private void Heartbeat()
1247 { 1262 {
1248 if (!Monitor.TryEnter(m_heartbeatLock)) 1263// if (!Monitor.TryEnter(m_heartbeatLock))
1249 { 1264// {
1250 Watchdog.RemoveThread(); 1265// Watchdog.RemoveThread();
1251 return; 1266// return;
1252 } 1267// }
1253 1268
1254 try 1269// try
1255 { 1270// {
1256 m_eventManager.TriggerOnRegionStarted(this);
1257 1271
1258 // The first frame can take a very long time due to physics actors being added on startup. Therefore, 1272 m_eventManager.TriggerOnRegionStarted(this);
1259 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
1260 // alarms for scenes with many objects.
1261 Update(1);
1262 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
1263 1273
1264 while (!shuttingdown) 1274 // The first frame can take a very long time due to physics actors being added on startup. Therefore,
1265 Update(-1); 1275 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
1266 } 1276 // alarms for scenes with many objects.
1267 finally 1277 Update(1);
1268 { 1278 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
1269 Monitor.Pulse(m_heartbeatLock); 1279 Update(-1);
1270 Monitor.Exit(m_heartbeatLock); 1280
1271 } 1281// m_lastUpdate = Util.EnvironmentTickCount();
1282// m_firstHeartbeat = false;
1283// }
1284// finally
1285// {
1286// Monitor.Pulse(m_heartbeatLock);
1287// Monitor.Exit(m_heartbeatLock);
1288// }
1272 1289
1273 Watchdog.RemoveThread(); 1290 Watchdog.RemoveThread();
1274 } 1291 }
@@ -1287,7 +1304,7 @@ namespace OpenSim.Region.Framework.Scenes
1287 List<Vector3> coarseLocations; 1304 List<Vector3> coarseLocations;
1288 List<UUID> avatarUUIDs; 1305 List<UUID> avatarUUIDs;
1289 1306
1290 while (!shuttingdown && (endFrame == null || Frame < endFrame)) 1307 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1291 { 1308 {
1292 maintc = Util.EnvironmentTickCount(); 1309 maintc = Util.EnvironmentTickCount();
1293 ++Frame; 1310 ++Frame;
@@ -1463,15 +1480,11 @@ namespace OpenSim.Region.Framework.Scenes
1463 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1480 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1464 maintc = (int)(MinFrameTime * 1000) - maintc; 1481 maintc = (int)(MinFrameTime * 1000) - maintc;
1465 1482
1466 m_lastUpdate = Util.EnvironmentTickCount();
1467 m_firstHeartbeat = false; 1483 m_firstHeartbeat = false;
1468 1484
1469 if (maintc > 0) 1485 if (maintc > 0)
1470 Thread.Sleep(maintc); 1486 Thread.Sleep(maintc);
1471 1487
1472 m_lastUpdate = Util.EnvironmentTickCount();
1473 m_firstHeartbeat = false;
1474
1475 // Optionally warn if a frame takes double the amount of time that it should. 1488 // Optionally warn if a frame takes double the amount of time that it should.
1476 if (DebugUpdates 1489 if (DebugUpdates
1477 && Util.EnvironmentTickCountSubtract( 1490 && Util.EnvironmentTickCountSubtract(
@@ -2662,7 +2675,6 @@ namespace OpenSim.Region.Framework.Scenes
2662 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2675 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2663 2676
2664 CheckHeartbeat(); 2677 CheckHeartbeat();
2665 ScenePresence presence;
2666 2678
2667 ScenePresence sp = GetScenePresence(client.AgentId); 2679 ScenePresence sp = GetScenePresence(client.AgentId);
2668 2680
@@ -3253,7 +3265,7 @@ namespace OpenSim.Region.Framework.Scenes
3253 3265
3254 public override void RemoveClient(UUID agentID, bool closeChildAgents) 3266 public override void RemoveClient(UUID agentID, bool closeChildAgents)
3255 { 3267 {
3256 CheckHeartbeat(); 3268// CheckHeartbeat();
3257 bool isChildAgent = false; 3269 bool isChildAgent = false;
3258 ScenePresence avatar = GetScenePresence(agentID); 3270 ScenePresence avatar = GetScenePresence(agentID);
3259 if (avatar != null) 3271 if (avatar != null)
@@ -4700,7 +4712,7 @@ namespace OpenSim.Region.Framework.Scenes
4700 4712
4701 int health=1; // Start at 1, means we're up 4713 int health=1; // Start at 1, means we're up
4702 4714
4703 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000) 4715 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4704 { 4716 {
4705 health+=1; 4717 health+=1;
4706 flags |= 1; 4718 flags |= 1;
@@ -4737,6 +4749,8 @@ Environment.Exit(1);
4737 // 4749 //
4738 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000) 4750 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4739 health++; 4751 health++;
4752 else
4753 return health;
4740 4754
4741 return health; 4755 return health;
4742 } 4756 }
@@ -4929,8 +4943,8 @@ Environment.Exit(1);
4929 if (m_firstHeartbeat) 4943 if (m_firstHeartbeat)
4930 return; 4944 return;
4931 4945
4932 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000) 4946 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4933 StartTimer(); 4947 Start();
4934 } 4948 }
4935 4949
4936 public override ISceneObject DeserializeObject(string representation) 4950 public override ISceneObject DeserializeObject(string representation)