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authorUbitUmarov2017-06-09 17:32:07 +0100
committerUbitUmarov2017-06-09 17:32:07 +0100
commitf69e48bedca1e3aaae7ab0a1d681fccfe7af862f (patch)
treee2a79d801e17a29513dc508b1ce9cfdfba98c9de /OpenSim
parentMinor changes to commented text in bin/OpenSim.ini.example (diff)
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make SendCoarseLocations async, since it is http. Make some actions use thread from pool and not a new one. Threading does need a deep cleanup one of this days. This stops mantis 8183 warnings, but as side effect only
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs2
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs31
2 files changed, 20 insertions, 13 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index e5ac17d..f2fc070 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -1168,7 +1168,7 @@ namespace OpenSim.Region.CoreModules.Asset
1168 1168
1169 con.Output("FloatSam Ensuring assets are cached for all scenes."); 1169 con.Output("FloatSam Ensuring assets are cached for all scenes.");
1170 1170
1171 WorkManager.RunInThread(delegate 1171 WorkManager.RunInThreadPool(delegate
1172 { 1172 {
1173 bool wasRunning= false; 1173 bool wasRunning= false;
1174 lock(timerLock) 1174 lock(timerLock)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e1e06d0..ebef158 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -394,6 +394,7 @@ namespace OpenSim.Region.Framework.Scenes
394 /// asynchronously from the update loop. 394 /// asynchronously from the update loop.
395 /// </summary> 395 /// </summary>
396 private bool m_cleaningTemps = false; 396 private bool m_cleaningTemps = false;
397 private bool m_sendingCoarseLocations = false; // same for async course locations sending
397 398
398 /// <summary> 399 /// <summary>
399 /// Used to control main scene thread looping time when not updating via timer. 400 /// Used to control main scene thread looping time when not updating via timer.
@@ -1654,18 +1655,24 @@ namespace OpenSim.Region.Framework.Scenes
1654 if (Frame % m_update_entitymovement == 0) 1655 if (Frame % m_update_entitymovement == 0)
1655 m_sceneGraph.UpdateScenePresenceMovement(); 1656 m_sceneGraph.UpdateScenePresenceMovement();
1656 1657
1657 if (Frame % (m_update_coarse_locations) == 0) 1658 if (Frame % (m_update_coarse_locations) == 0 && !m_sendingCoarseLocations)
1658 { 1659 {
1659 List<Vector3> coarseLocations; 1660 m_sendingCoarseLocations = true;
1660 List<UUID> avatarUUIDs; 1661 WorkManager.RunInThreadPool(
1661 1662 delegate
1662 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); 1663 {
1663 // Send coarse locations to clients 1664 List<Vector3> coarseLocations;
1664 ForEachScenePresence(delegate(ScenePresence presence) 1665 List<UUID> avatarUUIDs;
1665 { 1666 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1666 presence.SendCoarseLocations(coarseLocations, avatarUUIDs); 1667 // Send coarse locations to clients
1667 }); 1668 ForEachScenePresence(delegate(ScenePresence presence)
1669 {
1670 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1671 });
1672 m_sendingCoarseLocations = false;
1673 }, null, string.Format("SendCoarseLocations ({0})", Name));
1668 } 1674 }
1675
1669 // Get the simulation frame time that the avatar force input 1676 // Get the simulation frame time that the avatar force input
1670 // took 1677 // took
1671 tmpMS2 = Util.GetTimeStampMS(); 1678 tmpMS2 = Util.GetTimeStampMS();
@@ -1708,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1708 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1715 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1709 { 1716 {
1710 m_cleaningTemps = true; 1717 m_cleaningTemps = true;
1711 WorkManager.RunInThread( 1718 WorkManager.RunInThreadPool(
1712 delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, string.Format("CleanTempObjects ({0})", Name)); 1719 delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, string.Format("CleanTempObjects ({0})", Name));
1713 tmpMS2 = Util.GetTimeStampMS(); 1720 tmpMS2 = Util.GetTimeStampMS();
1714 tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects 1721 tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
@@ -1936,7 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
1936 if (!m_backingup) 1943 if (!m_backingup)
1937 { 1944 {
1938 m_backingup = true; 1945 m_backingup = true;
1939 WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWorker ({0})", Name)); 1946 WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name));
1940 } 1947 }
1941 } 1948 }
1942 1949