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-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs55
1 files changed, 52 insertions, 3 deletions
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index 2c8277f..46ad9dd 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>