diff options
3 files changed, 81 insertions, 31 deletions
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index c5972dd..56720b7 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | |||
@@ -225,17 +225,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation | |||
225 | if (destination == null) | 225 | if (destination == null) |
226 | return false; | 226 | return false; |
227 | 227 | ||
228 | // We limit the number of messages sent for a position change to just one per | ||
229 | // simulator so when we receive the update we need to hand it to each of the | ||
230 | // scenes; scenes each check to see if the is a scene presence for the avatar | ||
231 | // note that we really don't need the GridRegion for this call | ||
228 | foreach (Scene s in m_sceneList) | 232 | foreach (Scene s in m_sceneList) |
229 | { | 233 | { |
230 | if (s.RegionInfo.RegionHandle == destination.RegionHandle) | 234 | //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); |
231 | { | 235 | s.IncomingChildAgentDataUpdate(cAgentData); |
232 | //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); | ||
233 | s.IncomingChildAgentDataUpdate(cAgentData); | ||
234 | return true; | ||
235 | } | ||
236 | } | 236 | } |
237 | //m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate"); | 237 | //m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate"); |
238 | return false; | 238 | return true; |
239 | } | 239 | } |
240 | 240 | ||
241 | public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) | 241 | public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index f8ff308..837e655 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | |||
@@ -193,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
193 | } | 193 | } |
194 | } | 194 | } |
195 | 195 | ||
196 | public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, ulong regionHandle); | 196 | public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest); |
197 | |||
197 | 198 | ||
198 | /// <summary> | 199 | /// <summary> |
199 | /// This informs all neighboring regions about the settings of it's child agent. | 200 | /// This informs all neighboring regions about the settings of it's child agent. |
@@ -202,31 +203,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
202 | /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. | 203 | /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. |
203 | /// | 204 | /// |
204 | /// </summary> | 205 | /// </summary> |
205 | private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, ulong regionHandle) | 206 | private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest) |
206 | { | 207 | { |
207 | //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); | 208 | //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); |
208 | try | 209 | try |
209 | { | 210 | { |
210 | //m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); | 211 | m_scene.SimulationService.UpdateAgent(dest, cAgentData); |
211 | uint x = 0, y = 0; | ||
212 | Utils.LongToUInts(regionHandle, out x, out y); | ||
213 | GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); | ||
214 | m_scene.SimulationService.UpdateAgent(destination, cAgentData); | ||
215 | } | 212 | } |
216 | catch | 213 | catch |
217 | { | 214 | { |
218 | // Ignore; we did our best | 215 | // Ignore; we did our best |
219 | } | 216 | } |
220 | |||
221 | //if (regionAccepted) | ||
222 | //{ | ||
223 | // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent"); | ||
224 | //} | ||
225 | //else | ||
226 | //{ | ||
227 | // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent"); | ||
228 | //} | ||
229 | |||
230 | } | 217 | } |
231 | 218 | ||
232 | private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) | 219 | private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) |
@@ -240,14 +227,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
240 | // This assumes that we know what our neighbors are. | 227 | // This assumes that we know what our neighbors are. |
241 | try | 228 | try |
242 | { | 229 | { |
230 | uint x = 0, y = 0; | ||
231 | List<string> simulatorList = new List<string>(); | ||
243 | foreach (ulong regionHandle in presence.KnownChildRegionHandles) | 232 | foreach (ulong regionHandle in presence.KnownChildRegionHandles) |
244 | { | 233 | { |
245 | if (regionHandle != m_regionInfo.RegionHandle) | 234 | if (regionHandle != m_regionInfo.RegionHandle) |
246 | { | 235 | { |
247 | SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; | 236 | // we only want to send one update to each simulator; the simulator will |
248 | d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, regionHandle, | 237 | // hand it off to the regions where a child agent exists, this does assume |
249 | SendChildAgentDataUpdateCompleted, | 238 | // that the region position is cached or performance will degrade |
250 | d); | 239 | Utils.LongToUInts(regionHandle, out x, out y); |
240 | GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); | ||
241 | if (! simulatorList.Contains(dest.ServerURI)) | ||
242 | { | ||
243 | // we havent seen this simulator before, add it to the list | ||
244 | // and send it an update | ||
245 | simulatorList.Add(dest.ServerURI); | ||
246 | |||
247 | SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; | ||
248 | d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, | ||
249 | SendChildAgentDataUpdateCompleted, | ||
250 | d); | ||
251 | } | ||
251 | } | 252 | } |
252 | } | 253 | } |
253 | } | 254 | } |
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs index c5313fc..cc6bffb 100644 --- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs +++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs | |||
@@ -48,6 +48,9 @@ namespace OpenSim.Services.Connectors.Simulation | |||
48 | { | 48 | { |
49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
50 | 50 | ||
51 | // we use this dictionary to track the pending updateagent requests, maps URI --> position update | ||
52 | private Dictionary<string,AgentPosition> m_updateAgentQueue = new Dictionary<string,AgentPosition>(); | ||
53 | |||
51 | //private GridRegion m_Region; | 54 | //private GridRegion m_Region; |
52 | 55 | ||
53 | public SimulationServiceConnector() | 56 | public SimulationServiceConnector() |
@@ -133,10 +136,56 @@ namespace OpenSim.Services.Connectors.Simulation | |||
133 | /// </summary> | 136 | /// </summary> |
134 | public bool UpdateAgent(GridRegion destination, AgentPosition data) | 137 | public bool UpdateAgent(GridRegion destination, AgentPosition data) |
135 | { | 138 | { |
136 | // we need a better throttle for these | 139 | // The basic idea of this code is that the first thread that needs to |
137 | // return false; | 140 | // send an update for a specific avatar becomes the worker for any subsequent |
141 | // requests until there are no more outstanding requests. Further, only send the most | ||
142 | // recent update; this *should* never be needed but some requests get | ||
143 | // slowed down and once that happens the problem with service end point | ||
144 | // limits kicks in and nothing proceeds | ||
145 | string uri = destination.ServerURI + AgentPath() + data.AgentID + "/"; | ||
146 | lock (m_updateAgentQueue) | ||
147 | { | ||
148 | if (m_updateAgentQueue.ContainsKey(uri)) | ||
149 | { | ||
150 | // Another thread is already handling | ||
151 | // updates for this simulator, just update | ||
152 | // the position and return, overwrites are | ||
153 | // not a problem since we only care about the | ||
154 | // last update anyway | ||
155 | m_updateAgentQueue[uri] = data; | ||
156 | return true; | ||
157 | } | ||
158 | |||
159 | // Otherwise update the reference and start processing | ||
160 | m_updateAgentQueue[uri] = data; | ||
161 | } | ||
138 | 162 | ||
139 | return UpdateAgent(destination, (IAgentData)data); | 163 | AgentPosition pos = null; |
164 | while (true) | ||
165 | { | ||
166 | lock (m_updateAgentQueue) | ||
167 | { | ||
168 | // save the position | ||
169 | AgentPosition lastpos = pos; | ||
170 | |||
171 | pos = m_updateAgentQueue[uri]; | ||
172 | |||
173 | // this is true if no one put a new | ||
174 | // update in the map since the last | ||
175 | // one we processed, if thats the | ||
176 | // case then we are done | ||
177 | if (pos == lastpos) | ||
178 | { | ||
179 | m_updateAgentQueue.Remove(uri); | ||
180 | return true; | ||
181 | } | ||
182 | } | ||
183 | |||
184 | UpdateAgent(destination,(IAgentData)pos); | ||
185 | } | ||
186 | |||
187 | // unreachable | ||
188 | return true; | ||
140 | } | 189 | } |
141 | 190 | ||
142 | /// <summary> | 191 | /// <summary> |