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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs31
-rw-r--r--OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs204
2 files changed, 118 insertions, 117 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index e1764b5..d02d22f 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1780,28 +1780,27 @@ namespace OpenSim.Region.Environment.Scenes
1780 1780
1781 protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child) 1781 protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
1782 { 1782 {
1783 AvatarAppearance appearance = CommsManager.UserService.GetUserAppearance(client.AgentId); 1783
1784 AvatarAppearance appearance = null;
1785 GetAvatarAppearance(client, out appearance);
1784 1786
1785 ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance); 1787 ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
1786 1788
1787 return avatar; 1789 return avatar;
1788 } 1790 }
1789 1791
1790 // protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) 1792 protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
1791 // { 1793 {
1792 // appearance = CommsManager.UserService.GetUserAppearance(client.AgentId); 1794 appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
1793 1795
1794 // // if (m_AvatarFactory == null || 1796 if (m_AvatarFactory == null ||
1795 // // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance)) 1797 !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
1796 // // { 1798 {
1797 // // //not found Appearance 1799 // not found Appearance
1798 // // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis"); 1800 m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
1799 // // byte[] visualParams; 1801 appearance = new AvatarAppearance();
1800 // // AvatarWearable[] wearables; 1802 }
1801 // // GetDefaultAvatarAppearance(out wearables, out visualParams); 1803 }
1802 // // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
1803 // // }
1804 // }
1805 1804
1806 /// <summary> 1805 /// <summary>
1807 /// Remove the given client from the scene. 1806 /// Remove the given client from the scene.
diff --git a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
index 3ac8e9a..7dae702 100644
--- a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
@@ -59,112 +59,114 @@ namespace OpenSim.Region.Modules.AvatarFactory
59 59
60 public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance) 60 public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
61 { 61 {
62 appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
63 return true;
62 64
63 //should only let one thread at a time do this part 65 // //should only let one thread at a time do this part
64 EventWaitHandle waitHandle = null; 66 // EventWaitHandle waitHandle = null;
65 bool fetchInProgress = false; 67 // bool fetchInProgress = false;
66 lock (m_syncLock) 68 // lock (m_syncLock)
67 { 69 // {
68 appearance = CheckCache(avatarId); 70 // appearance = CheckCache(avatarId);
69 if (appearance != null) 71 // if (appearance != null)
70 { 72 // {
71 return true; 73 // return true;
72 } 74 // }
73
74 //not in cache so check to see if another thread is already fetching it
75 if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
76 {
77 fetchInProgress = true;
78 }
79 else
80 {
81 fetchInProgress = false;
82
83 //no thread already fetching this appearance, so add a wait handle to list
84 //for any following threads that want the same appearance
85 waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
86 m_fetchesInProgress.Add(avatarId, waitHandle);
87 }
88 }
89 75
90 if (fetchInProgress) 76 // //not in cache so check to see if another thread is already fetching it
91 { 77 // if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
92 waitHandle.WaitOne(); 78 // {
93 appearance = CheckCache(avatarId); 79 // fetchInProgress = true;
94 if (appearance != null) 80 // }
95 { 81 // else
96 waitHandle = null; 82 // {
97 return true; 83 // fetchInProgress = false;
98 }
99 else
100 {
101 waitHandle = null;
102 return false;
103 }
104 }
105 else
106 {
107 // BUG: !? (Reduced from 5000 to 500 by Adam)
108 Thread.Sleep(500); //why is this here?
109
110 //this is the first thread to request this appearance
111 //so let it check the db and if not found then create a default appearance
112 //and add that to the cache
113 appearance = CheckDatabase(avatarId);
114 if (appearance != null)
115 {
116 //appearance has now been added to cache so lets pulse any waiting threads
117 lock (m_syncLock)
118 {
119 m_fetchesInProgress.Remove(avatarId);
120 waitHandle.Set();
121 }
122 // waitHandle.Close();
123 waitHandle = null;
124 return true;
125 }
126 84
127 //not found a appearance for the user, so create a new default one 85 // //no thread already fetching this appearance, so add a wait handle to list
128 appearance = CreateDefault(avatarId); 86 // //for any following threads that want the same appearance
129 if (appearance != null) 87 // waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
130 { 88 // m_fetchesInProgress.Add(avatarId, waitHandle);
131 //update database 89 // }
132 if (m_enablePersist) 90 // }
133 {
134 m_appearanceMapper.Add(avatarId.UUID, appearance);
135 }
136 91
137 //add appearance to dictionary cache 92 // if (fetchInProgress)
138 lock (m_avatarsAppearance) 93 // {
139 { 94 // waitHandle.WaitOne();
140 m_avatarsAppearance[avatarId] = appearance; 95 // appearance = CheckCache(avatarId);
141 } 96 // if (appearance != null)
97 // {
98 // waitHandle = null;
99 // return true;
100 // }
101 // else
102 // {
103 // waitHandle = null;
104 // return false;
105 // }
106 // }
107 // else
108 // {
109 // // BUG: !? (Reduced from 5000 to 500 by Adam)
110 // Thread.Sleep(500); //why is this here?
111
112 // //this is the first thread to request this appearance
113 // //so let it check the db and if not found then create a default appearance
114 // //and add that to the cache
115 // appearance = CheckDatabase(avatarId);
116 // if (appearance != null)
117 // {
118 // //appearance has now been added to cache so lets pulse any waiting threads
119 // lock (m_syncLock)
120 // {
121 // m_fetchesInProgress.Remove(avatarId);
122 // waitHandle.Set();
123 // }
124 // // waitHandle.Close();
125 // waitHandle = null;
126 // return true;
127 // }
142 128
143 //appearance has now been added to cache so lets pulse any waiting threads 129 // //not found a appearance for the user, so create a new default one
144 lock (m_syncLock) 130 // appearance = CreateDefault(avatarId);
145 { 131 // if (appearance != null)
146 m_fetchesInProgress.Remove(avatarId); 132 // {
147 waitHandle.Set(); 133 // //update database
148 } 134 // if (m_enablePersist)
149 // waitHandle.Close(); 135 // {
150 waitHandle = null; 136 // m_appearanceMapper.Add(avatarId.UUID, appearance);
151 return true; 137 // }
152 } 138
153 else 139 // //add appearance to dictionary cache
154 { 140 // lock (m_avatarsAppearance)
155 //something went wrong, so release the wait handle and remove it 141 // {
156 //all waiting threads will fail to find cached appearance 142 // m_avatarsAppearance[avatarId] = appearance;
157 //but its better for them to fail than wait for ever 143 // }
158 lock (m_syncLock) 144
159 { 145 // //appearance has now been added to cache so lets pulse any waiting threads
160 m_fetchesInProgress.Remove(avatarId); 146 // lock (m_syncLock)
161 waitHandle.Set(); 147 // {
162 } 148 // m_fetchesInProgress.Remove(avatarId);
163 //waitHandle.Close(); 149 // waitHandle.Set();
164 waitHandle = null; 150 // }
165 return false; 151 // // waitHandle.Close();
166 } 152 // waitHandle = null;
167 } 153 // return true;
154 // }
155 // else
156 // {
157 // //something went wrong, so release the wait handle and remove it
158 // //all waiting threads will fail to find cached appearance
159 // //but its better for them to fail than wait for ever
160 // lock (m_syncLock)
161 // {
162 // m_fetchesInProgress.Remove(avatarId);
163 // waitHandle.Set();
164 // }
165 // //waitHandle.Close();
166 // waitHandle = null;
167 // return false;
168 // }
169 // }
168 } 170 }
169 171
170 private AvatarAppearance CreateDefault(LLUUID avatarId) 172 private AvatarAppearance CreateDefault(LLUUID avatarId)