aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
authorDiva Canto2012-02-19 12:28:07 -0800
committerDiva Canto2012-02-19 12:28:07 -0800
commit20c65ac438ee67ecd3f837d268e44992f13a8af6 (patch)
tree0ca85b2064e8b5459f34586079d06a34d0e595ec /OpenSim
parentThis should smooth movement in heteregeneous networks by a lot: cache the reg... (diff)
downloadopensim-SC_OLD-20c65ac438ee67ecd3f837d268e44992f13a8af6.zip
opensim-SC_OLD-20c65ac438ee67ecd3f837d268e44992f13a8af6.tar.gz
opensim-SC_OLD-20c65ac438ee67ecd3f837d268e44992f13a8af6.tar.bz2
opensim-SC_OLD-20c65ac438ee67ecd3f837d268e44992f13a8af6.tar.xz
A few more tweaks on position updates and create child agents. Mono hates concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs3
3 files changed, 23 insertions, 11 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 928bcd0..6e4c0b1 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1258,12 +1258,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1258 1258
1259 if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) 1259 if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
1260 { 1260 {
1261 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1262 try 1261 try
1263 { 1262 {
1264 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1263 // Let's put this back at sync, so that it doesn't clog
1265 InformClientOfNeighbourCompleted, 1264 // the network, especially for regions in the same physical server.
1266 d); 1265 // We're really not in a hurry here.
1266 InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
1267 //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1268 //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1269 // InformClientOfNeighbourCompleted,
1270 // d);
1267 } 1271 }
1268 1272
1269 catch (ArgumentOutOfRangeException) 1273 catch (ArgumentOutOfRangeException)
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 58a7b20..c04171b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -140,6 +140,7 @@ 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>();
143 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) 144 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
144 { 145 {
145 // This assumes that we know what our neighbors are. 146 // This assumes that we know what our neighbors are.
@@ -156,16 +157,22 @@ namespace OpenSim.Region.Framework.Scenes
156 // that the region position is cached or performance will degrade 157 // that the region position is cached or performance will degrade
157 Utils.LongToUInts(regionHandle, out x, out y); 158 Utils.LongToUInts(regionHandle, out x, out y);
158 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 159 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
159 if (! simulatorList.Contains(dest.ServerURI)) 160 bool v = true;
161 if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v))
160 { 162 {
161 // we havent seen this simulator before, add it to the list 163 // we havent seen this simulator before, add it to the list
162 // and send it an update 164 // and send it an update
163 simulatorList.Add(dest.ServerURI); 165 simulatorList.Add(dest.ServerURI);
164 166 // Let move this to sync. Mono definitely does not like async networking.
165 SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; 167 if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData))
166 d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, 168 // Also if it fails, get it out of the loop for a bit
167 SendChildAgentDataUpdateCompleted, 169 _failedSims.Add(dest.ServerURI, true, 120);
168 d); 170
171 // Leaving this here as a reminder that we tried, and it sucks.
172 //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
173 //d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
174 // SendChildAgentDataUpdateCompleted,
175 // d);
169 } 176 }
170 } 177 }
171 } 178 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 77f7b32..8639697 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2738,7 +2738,8 @@ namespace OpenSim.Region.Framework.Scenes
2738 AgentPosition agentpos = new AgentPosition(); 2738 AgentPosition agentpos = new AgentPosition();
2739 agentpos.CopyFrom(cadu); 2739 agentpos.CopyFrom(cadu);
2740 2740
2741 m_scene.SendOutChildAgentUpdates(agentpos, this); 2741 // Let's get this out of the update loop
2742 Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); });
2742 } 2743 }
2743 } 2744 }
2744 2745