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authorJustin Clark-Casey (justincc)2014-10-14 16:57:58 +0100
committerJustin Clark-Casey (justincc)2014-11-25 23:21:38 +0000
commit1c9529aa9e7090cddbe120b0ecee50feaf672aa6 (patch)
tree4c04dccfa73bde7372db093e97d486daeef9fdf0 /OpenSim
parentminor: be consistent about reporting errors out of HttpServerBase (diff)
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If JobEngine is active, then use it to copy/rez attachments for an avatar entering the scene that isn't initially logging on. This will execute tasks consecutively rather than concurrently.
This has two aims 1) Reduce initial teleport failures when a foreign Hypergrid user enters a region by not holding up the teleport for attachment rez (this can be particularly costly when HG gets all assets in the object graph. 2) Reduce server load that may impact other simulator activities. This complements existing JobEngine options that perform initial login attachment rez and appearance send in consecutive tasks.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs84
1 files changed, 62 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index afe6daa..9481f71 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1245,11 +1245,6 @@ namespace OpenSim.Region.Framework.Scenes
1245 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1245 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1246 // not transporting the required data. 1246 // not transporting the required data.
1247 // 1247 //
1248 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1249 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1250 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1251 // not transporting the required data.
1252 //
1253 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of 1248 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1254 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here 1249 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1255 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. 1250 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
@@ -1258,22 +1253,21 @@ namespace OpenSim.Region.Framework.Scenes
1258 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing 1253 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1259 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the 1254 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1260 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. 1255 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1261 //
1262 // One cannot simply iterate over attachments in a fire and forget thread because this would no longer
1263 // be locked, allowing race conditions if other code changes the attachments list.
1264 List<SceneObjectGroup> attachments = GetAttachments(); 1256 List<SceneObjectGroup> attachments = GetAttachments();
1265 1257
1266 if (attachments.Count > 0) 1258 if (attachments.Count > 0)
1267 { 1259 {
1268 m_log.DebugFormat( 1260 if (Watchdog.JobEngine.IsRunning)
1269 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1270
1271 // Resume scripts
1272 foreach (SceneObjectGroup sog in attachments)
1273 { 1261 {
1274 sog.ScheduleGroupForFullUpdate(); 1262 Watchdog.RunWhenPossible(
1275 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1263 "StartAttachmentScripts",
1276 sog.ResumeScripts(); 1264 o => RestartAttachmentScripts(attachments),
1265 string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name),
1266 null);
1267 }
1268 else
1269 {
1270 RestartAttachmentScripts(attachments);
1277 } 1271 }
1278 } 1272 }
1279 } 1273 }
@@ -1298,6 +1292,20 @@ namespace OpenSim.Region.Framework.Scenes
1298 return true; 1292 return true;
1299 } 1293 }
1300 1294
1295 private void RestartAttachmentScripts(List<SceneObjectGroup> attachments)
1296 {
1297 m_log.DebugFormat(
1298 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1299
1300 // Resume scripts
1301 foreach (SceneObjectGroup sog in attachments)
1302 {
1303 sog.ScheduleGroupForFullUpdate();
1304 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1305 sog.ResumeScripts();
1306 }
1307 }
1308
1301 private static bool IsRealLogin(TeleportFlags teleportFlags) 1309 private static bool IsRealLogin(TeleportFlags teleportFlags)
1302 { 1310 {
1303 return ((teleportFlags & TeleportFlags.ViaLogin) != 0) && ((teleportFlags & TeleportFlags.ViaHGLogin) == 0); 1311 return ((teleportFlags & TeleportFlags.ViaLogin) != 0) && ((teleportFlags & TeleportFlags.ViaHGLogin) == 0);
@@ -1813,13 +1821,20 @@ namespace OpenSim.Region.Framework.Scenes
1813 1821
1814 } 1822 }
1815 1823
1816 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1824 // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region
1817 // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. 1825 // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
1818 // This may be due to viewer code or it may be something we're not doing properly simulator side. 1826 // This may be due to viewer code or it may be something we're not doing properly simulator side.
1819 lock (m_attachments) 1827 if (Watchdog.JobEngine.IsRunning)
1820 { 1828 {
1821 foreach (SceneObjectGroup sog in m_attachments) 1829 Watchdog.RunWhenPossible(
1822 sog.ScheduleGroupForFullUpdate(); 1830 "ScheduleAttachmentsForFullUpdate",
1831 o => ScheduleAttachmentsForFullUpdate(),
1832 string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name),
1833 null);
1834 }
1835 else
1836 {
1837 ScheduleAttachmentsForFullUpdate();
1823 } 1838 }
1824 1839
1825 // m_log.DebugFormat( 1840 // m_log.DebugFormat(
@@ -1832,6 +1847,15 @@ namespace OpenSim.Region.Framework.Scenes
1832 } 1847 }
1833 } 1848 }
1834 1849
1850 private void ScheduleAttachmentsForFullUpdate()
1851 {
1852 lock (m_attachments)
1853 {
1854 foreach (SceneObjectGroup sog in m_attachments)
1855 sog.ScheduleGroupForFullUpdate();
1856 }
1857 }
1858
1835 /// <summary> 1859 /// <summary>
1836 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1860 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1837 /// hitYN is true when there's something in the way. 1861 /// hitYN is true when there's something in the way.
@@ -4039,9 +4063,25 @@ namespace OpenSim.Region.Framework.Scenes
4039 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); 4063 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
4040 4064
4041 if (Scene.AttachmentsModule != null) 4065 if (Scene.AttachmentsModule != null)
4042 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 4066 {
4067 // If the JobEngine is running we can schedule this job now and continue rather than waiting for all
4068 // attachments to copy, which might take a long time in the Hypergrid case as the entire inventory
4069 // graph is inspected for each attachments and assets possibly fetched.
4070 //
4071 // We don't need to worry about a race condition as the job to later start the scripts is also
4072 // JobEngine scheduled and so will always occur after this task.
4073 // XXX: This will not be true if JobEngine ever gets more than one thread.
4074 if (Watchdog.JobEngine.IsRunning)
4075 Watchdog.RunWhenPossible(
4076 "CopyAttachments",
4077 o => Scene.AttachmentsModule.CopyAttachments(cAgent, this),
4078 string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name),
4079 null);
4080 else
4081 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
4082 }
4043 4083
4044 // This must occur after attachments are copied, as it releases the CompleteMovement() calling thread 4084 // This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread
4045 // originating from the client completing a teleport. Otherwise, CompleteMovement() code to restart 4085 // originating from the client completing a teleport. Otherwise, CompleteMovement() code to restart
4046 // script attachments can outrace this thread. 4086 // script attachments can outrace this thread.
4047 lock (m_originRegionIDAccessLock) 4087 lock (m_originRegionIDAccessLock)