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authorDiva Canto2012-02-20 10:58:07 -0800
committerDiva Canto2012-02-20 10:58:07 -0800
commit99b9c1a9d5d4d9b76609ab8f91dd8d9ebe248ff5 (patch)
tree84711d3dca430a1c546b4185b00c0f928782f2cb /OpenSim/Region/Framework
parentOne more tweak related to the previous 2 commits. (diff)
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More improvements on agent position updates: if the target sims fail, blacklist them for 2 min, so that we don't keep doing remote calls that fail.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs7
1 files changed, 2 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c04171b..19c9745 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
140 icon.EndInvoke(iar); 140 icon.EndInvoke(iar);
141 } 141 }
142 142
143 ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
144 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) 143 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
145 { 144 {
146 // This assumes that we know what our neighbors are. 145 // This assumes that we know what our neighbors are.
@@ -158,15 +157,13 @@ namespace OpenSim.Region.Framework.Scenes
158 Utils.LongToUInts(regionHandle, out x, out y); 157 Utils.LongToUInts(regionHandle, out x, out y);
159 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 158 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
160 bool v = true; 159 bool v = true;
161 if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v)) 160 if (! simulatorList.Contains(dest.ServerURI))
162 { 161 {
163 // we havent seen this simulator before, add it to the list 162 // we havent seen this simulator before, add it to the list
164 // and send it an update 163 // and send it an update
165 simulatorList.Add(dest.ServerURI); 164 simulatorList.Add(dest.ServerURI);
166 // Let move this to sync. Mono definitely does not like async networking. 165 // Let move this to sync. Mono definitely does not like async networking.
167 if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData)) 166 m_scene.SimulationService.UpdateAgent(dest, cAgentData);
168 // Also if it fails, get it out of the loop for a bit
169 _failedSims.Add(dest.ServerURI, true, 120);
170 167
171 // Leaving this here as a reminder that we tried, and it sucks. 168 // Leaving this here as a reminder that we tried, and it sucks.
172 //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; 169 //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;