Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

bullet-2.82
Diva Canto 2014-06-01 10:06:59 -07:00
commit 0eaca7aafb
9 changed files with 381 additions and 81 deletions

View File

@ -820,7 +820,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
// if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
if (NeedsNewAgent(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
@ -894,7 +895,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
if (NeedsNewAgent(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
@ -1070,7 +1071,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
@ -1140,7 +1141,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
if (NeedsNewAgent(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
@ -1236,7 +1237,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.MakeChildAgent();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
@ -2366,7 +2367,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
// The area to check is as big as the current region.
// We presume all adjacent regions are the same size as this region.
uint dd = Math.Max((uint)avatar.DrawDistance,
uint dd = Math.Max((uint)avatar.Scene.DefaultDrawDistance,
Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY));
uint startX = Util.RegionToWorldLoc(pRegionLocX) - dd + Constants.RegionSize/2;

View File

@ -199,6 +199,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
public GridRegion GetRegionByPosition(UUID scopeID, int x, int y)
{
GridRegion region = null;
uint regionX = Util.WorldToRegionLoc((uint)x);
uint regionY = Util.WorldToRegionLoc((uint)y);
// First see if it's a neighbour, even if it isn't on this sim.
// Neighbour data is cached in memory, so this is fast
@ -222,11 +224,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
{
region = m_GridService.GetRegionByPosition(scopeID, x, y);
if (region == null)
{
m_log.DebugFormat("{0} GetRegionByPosition. Region not found by grid service. Pos=<{1},{2}>",
LogHeader, x, y);
LogHeader, regionX, regionY);
}
else
{
m_log.DebugFormat("{0} GetRegionByPosition. Requested region {1} from grid service. Pos=<{2},{3}>",
LogHeader, region.RegionName, x, y);
LogHeader, region.RegionName, regionX, regionY);
}
}
return region;
}

View File

@ -99,6 +99,85 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private String m_InitialTerrain = "pinhead-island";
// If true, send terrain patch updates to clients based on their view distance
private bool m_sendTerrainUpdatesByViewDistance = false;
// Class to keep the per client collection of terrain patches that must be sent.
// A patch is set to 'true' meaning it should be sent to the client. Once the
// patch packet is queued to the client, the bit for that patch is set to 'false'.
private class PatchUpdates
{
private bool[,] updated; // for each patch, whether it needs to be sent to this client
private int updateCount; // number of patches that need to be sent
public ScenePresence Presence; // a reference to the client to send to
public PatchUpdates(TerrainData terrData, ScenePresence pPresence)
{
updated = new bool[terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize];
updateCount = 0;
Presence = pPresence;
// Initially, send all patches to the client
SetAll(true);
}
// Returns 'true' if there are any patches marked for sending
public bool HasUpdates()
{
return (updateCount > 0);
}
public void SetByXY(int x, int y, bool state)
{
this.SetByPatch(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, state);
}
public bool GetByPatch(int patchX, int patchY)
{
return updated[patchX, patchY];
}
public void SetByPatch(int patchX, int patchY, bool state)
{
bool prevState = updated[patchX, patchY];
if (!prevState && state)
updateCount++;
if (prevState && !state)
updateCount--;
updated[patchX, patchY] = state;
}
public void SetAll(bool state)
{
updateCount = 0;
for (int xx = 0; xx < updated.GetLength(0); xx++)
for (int yy = 0; yy < updated.GetLength(1); yy++)
updated[xx, yy] = state;
if (state)
updateCount = updated.GetLength(0) * updated.GetLength(1);
}
// Logically OR's the terrain data's patch taint map into this client's update map.
public void SetAll(TerrainData terrData)
{
if (updated.GetLength(0) != (terrData.SizeX / Constants.TerrainPatchSize)
|| updated.GetLength(1) != (terrData.SizeY / Constants.TerrainPatchSize))
{
throw new Exception(
String.Format("{0} PatchUpdates.SetAll: patch array not same size as terrain. arr=<{1},{2}>, terr=<{3},{4}>",
LogHeader, updated.GetLength(0), updated.GetLength(1),
terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize)
);
}
for (int xx = 0; xx < terrData.SizeX; xx += Constants.TerrainPatchSize)
{
for (int yy = 0; yy < terrData.SizeY; yy += Constants.TerrainPatchSize)
{
// Only set tainted. The patch bit may be set if the patch was to be sent later.
if (terrData.IsTaintedAt(xx, yy, false))
{
this.SetByXY(xx, yy, true);
}
}
}
}
}
// The flags of which terrain patches to send for each of the ScenePresence's
private Dictionary<UUID, PatchUpdates> m_perClientPatchUpdates = new Dictionary<UUID, PatchUpdates>();
/// <summary>
/// Human readable list of terrain file extensions that are supported.
/// </summary>
@ -127,7 +206,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
IConfig terrainConfig = config.Configs["Terrain"];
if (terrainConfig != null)
{
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
m_sendTerrainUpdatesByViewDistance = terrainConfig.GetBoolean("SendTerrainUpdatesByViewDistance", m_sendTerrainUpdatesByViewDistance);
}
}
public void AddRegion(Scene scene)
@ -422,9 +504,46 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
}
// Someone diddled terrain outside the normal code paths. Set the taintedness for all clients.
// ITerrainModule.TaintTerrain()
public void TaintTerrain ()
{
m_channel.GetTerrainData().TaintAllTerrain();
lock (m_perClientPatchUpdates)
{
// Set the flags for all clients so the tainted patches will be sent out
foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
{
pups.SetAll(m_scene.Heightmap.GetTerrainData());
}
}
}
// ITerrainModule.PushTerrain()
public void PushTerrain(IClientAPI pClient)
{
if (m_sendTerrainUpdatesByViewDistance)
{
ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId);
if (presence != null)
{
lock (m_perClientPatchUpdates)
{
PatchUpdates pups;
if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups))
{
// There is a ScenePresence without a send patch map. Create one.
pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence);
m_perClientPatchUpdates.Add(presence.UUID, pups);
}
pups.SetAll(true);
}
}
}
else
{
// The traditional way is to call into the protocol stack to send them all.
pClient.SendLayerData(new float[10]);
}
}
#region Plugin Loading Methods
@ -676,6 +795,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
}
}
// This event also causes changes to be sent to the clients
CheckSendingPatchesToClients();
// If things changes, generate some events
if (shouldTaint)
{
m_scene.EventManager.TriggerTerrainTainted();
@ -749,28 +873,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
}
}
/// <summary>
/// Checks to see if the terrain has been modified since last check
/// but won't attempt to limit those changes to the limits specified in the estate settings
/// currently invoked by the command line operations in the region server only
/// </summary>
private void CheckForTerrainUpdates()
if (m_perClientPatchUpdates.ContainsKey(client))
{
CheckForTerrainUpdates(false);
m_perClientPatchUpdates.Remove(client);
}
/// <summary>
/// Checks to see if the terrain has been modified since last check.
/// If it has been modified, every all the terrain patches are sent to the client.
/// If the call is asked to respect the estate settings for terrain_raise_limit and
/// terrain_lower_limit, it will clamp terrain updates between these values
/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
/// </summary>
private void CheckForTerrainUpdates(bool respectEstateSettings)
{
}
/// <summary>
@ -857,6 +963,28 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// <param name="y">The patch corner to send</param>
private void SendToClients(TerrainData terrData, int x, int y)
{
if (m_sendTerrainUpdatesByViewDistance)
{
// Add that this patch needs to be sent to the accounting for each client.
lock (m_perClientPatchUpdates)
{
m_scene.ForEachScenePresence(presence =>
{
PatchUpdates thisClientUpdates;
if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates))
{
// There is a ScenePresence without a send patch map. Create one.
thisClientUpdates = new PatchUpdates(terrData, presence);
m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates);
}
thisClientUpdates.SetByXY(x, y, true);
}
);
}
}
else
{
// Legacy update sending where the update is sent out as soon as noticed
// We know the actual terrain data passed is ignored. This kludge saves changing IClientAPI.
//float[] heightMap = terrData.GetFloatsSerialized();
float[] heightMap = new float[10];
@ -869,6 +997,107 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
);
}
}
private class PatchesToSend : IComparable<PatchesToSend>
{
public int PatchX;
public int PatchY;
public float Dist;
public PatchesToSend(int pX, int pY, float pDist)
{
PatchX = pX;
PatchY = pY;
Dist = pDist;
}
public int CompareTo(PatchesToSend other)
{
return Dist.CompareTo(other.Dist);
}
}
// Called each frame time to see if there are any patches to send to any of the
// ScenePresences.
// Loop through all the per-client info and send any patches necessary.
private void CheckSendingPatchesToClients()
{
lock (m_perClientPatchUpdates)
{
foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
{
if (pups.HasUpdates())
{
// There is something that could be sent to this client.
List<PatchesToSend> toSend = GetModifiedPatchesInViewDistance(pups);
if (toSend.Count > 0)
{
// m_log.DebugFormat("{0} CheckSendingPatchesToClient: sending {1} patches to {2} in region {3}",
// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
// Sort the patches to send by the distance from the presence
toSend.Sort();
foreach (PatchesToSend pts in toSend)
{
// TODO: one can send multiple patches in a packet. Do that.
pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
}
}
}
}
}
}
private List<PatchesToSend> GetModifiedPatchesInViewDistance(PatchUpdates pups)
{
List<PatchesToSend> ret = new List<PatchesToSend>();
ScenePresence presence = pups.Presence;
if (presence == null)
return ret;
// Compute the area of patches within our draw distance
int startX = (((int) (presence.AbsolutePosition.X - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
startX = Math.Max(startX, 0);
startX = Math.Min(startX, (int)m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
int startY = (((int) (presence.AbsolutePosition.Y - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
startY = Math.Max(startY, 0);
startY = Math.Min(startY, (int)m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
int endX = (((int) (presence.AbsolutePosition.X + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
endX = Math.Max(endX, 0);
endX = Math.Min(endX, (int)m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
int endY = (((int) (presence.AbsolutePosition.Y + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
endY = Math.Max(endY, 0);
endY = Math.Min(endY, (int)m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
// m_log.DebugFormat("{0} GetModifiedPatchesInViewDistance. rName={1}, ddist={2}, apos={3}, start=<{4},{5}>, end=<{6},{7}>",
// LogHeader, m_scene.RegionInfo.RegionName,
// presence.DrawDistance, presence.AbsolutePosition,
// startX, startY, endX, endY);
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
//Need to make sure we don't send the same ones over and over
Vector3 presencePos = presence.AbsolutePosition;
Vector3 patchPos = new Vector3(x * Constants.TerrainPatchSize, y * Constants.TerrainPatchSize, presencePos.Z);
if (pups.GetByPatch(x, y))
{
//Check which has less distance, camera or avatar position, both have to be done.
//Its not a radius, its a diameter and we add 50 so that it doesn't look like it cuts off
if (Util.DistanceLessThan(presencePos, patchPos, presence.DrawDistance + 50)
|| Util.DistanceLessThan(presence.CameraPosition, patchPos, presence.DrawDistance + 50))
{
//They can see it, send it to them
pups.SetByPatch(x, y, false);
float dist = Vector3.DistanceSquared(presencePos, patchPos);
ret.Add(new PatchesToSend(x, y, dist));
//Wait and send them all at once
// pups.client.SendLayerData(x, y, null);
}
}
}
}
return ret;
}
private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
float north, float west, float south, float east, UUID agentId)

View File

@ -24,9 +24,10 @@
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.IO;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
@ -43,6 +44,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
void TaintTerrain();
/// <summary>
/// When a client initially connects, all the terrain must be pushed to the viewer.
/// This call causes all the terrain patches to be sent to the client.
/// </summary>
void PushTerrain(IClientAPI pClient);
/// <summary>
/// Load a terrain from a stream.
/// </summary>

View File

@ -213,7 +213,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
// RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
ITerrainModule terrModule = RequestModuleInterface<ITerrainModule>();
if (terrModule != null)
{
terrModule.PushTerrain(RemoteClient);
}
}
#endregion

View File

@ -52,6 +52,7 @@ namespace OpenSim.Region.Framework.Scenes
public class SceneCommunicationService //one instance per region
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[SCENE COMMUNIATION SERVICE]";
protected RegionInfo m_regionInfo;
protected Scene m_scene;
@ -84,15 +85,12 @@ namespace OpenSim.Region.Framework.Scenes
if (neighbourService != null)
neighbour = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: No neighbour service provided for region {0} to inform neigbhours of status",
m_scene.Name);
m_log.DebugFormat( "{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
if (neighbour != null)
{
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up",
m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
m_log.DebugFormat( "{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
m_scene.EventManager.TriggerOnRegionUp(neighbour);
}
@ -111,9 +109,7 @@ namespace OpenSim.Region.Framework.Scenes
List<GridRegion> neighbours
= m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Informing {0} neighbours that region {1} is up",
neighbours.Count, m_scene.Name);
m_log.DebugFormat("{0} Informing {1} neighbours that region {2} is up", LogHeader, neighbours.Count, m_scene.Name);
foreach (GridRegion n in neighbours)
{

View File

@ -873,7 +873,8 @@ namespace OpenSim.Region.Framework.Scenes
m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
Animator = new ScenePresenceAnimator(this);
PresenceType = type;
DrawDistance = world.DefaultDrawDistance;
// DrawDistance = world.DefaultDrawDistance;
DrawDistance = Constants.RegionSize;
RegionHandle = world.RegionInfo.RegionHandle;
ControllingClient = client;
Firstname = ControllingClient.FirstName;
@ -1918,8 +1919,8 @@ namespace OpenSim.Region.Framework.Scenes
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
// region's draw distance.
// DrawDistance = agentData.Far;
DrawDistance = Scene.DefaultDrawDistance;
DrawDistance = agentData.Far;
// DrawDistance = Scene.DefaultDrawDistance;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
@ -2277,8 +2278,8 @@ namespace OpenSim.Region.Framework.Scenes
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
// region's draw distance.
// DrawDistance = agentData.Far;
DrawDistance = Scene.DefaultDrawDistance;
DrawDistance = agentData.Far;
// DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
@ -3824,8 +3825,8 @@ namespace OpenSim.Region.Framework.Scenes
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
// region's draw distance.
// DrawDistance = cAgentData.Far;
DrawDistance = Scene.DefaultDrawDistance;
DrawDistance = cAgentData.Far;
// DrawDistance = Scene.DefaultDrawDistance;
if (cAgentData.Position != marker) // UGH!!
m_pos = cAgentData.Position + offset;
@ -3935,8 +3936,8 @@ namespace OpenSim.Region.Framework.Scenes
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
// region's draw distance.
// DrawDistance = cAgent.Far;
DrawDistance = Scene.DefaultDrawDistance;
DrawDistance = cAgent.Far;
// DrawDistance = Scene.DefaultDrawDistance;
if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgent.Throttles);

View File

@ -46,6 +46,7 @@ namespace OpenSim.Services.GridService
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private string LogHeader = "[GRID SERVICE]";
private bool m_DeleteOnUnregister = true;
private static GridService m_RootInstance = null;
@ -328,7 +329,11 @@ namespace OpenSim.Services.GridService
}
}
// m_log.DebugFormat("[GRID SERVICE]: region {0} has {1} neighbours", region.RegionName, rinfos.Count);
// string rNames = "";
// foreach (GridRegion gr in rinfos)
// rNames += gr.RegionName + ",";
// m_log.DebugFormat("{0} region {1} has {2} neighbours ({3})",
// LogHeader, region.RegionName, rinfos.Count, rNames);
}
else
{

View File

@ -36,6 +36,7 @@ using System.Drawing.Imaging;
using System.IO;
using System.Net;
using System.Reflection;
using System.Threading;
using Nini.Config;
using log4net;
@ -53,6 +54,7 @@ namespace OpenSim.Services.MapImageService
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private string LogHeader = "[MAP IMAGE SERVICE]";
private const int ZOOM_LEVELS = 8;
private const int IMAGE_WIDTH = 256;
@ -114,7 +116,7 @@ namespace OpenSim.Services.MapImageService
}
}
return UpdateMultiResolutionFiles(x, y, out reason);
return UpdateMultiResolutionFilesAsync(x, y, out reason);
}
public bool RemoveMapTile(int x, int y, out string reason)
@ -136,14 +138,59 @@ namespace OpenSim.Services.MapImageService
}
}
return UpdateMultiResolutionFiles(x, y, out reason);
return UpdateMultiResolutionFilesAsync(x, y, out reason);
}
private bool UpdateMultiResolutionFiles(int x, int y, out string reason)
// When large varregions start up, they can send piles of new map tiles. This causes
// this multi-resolution routine to be called a zillion times an causes much CPU
// time to be spent creating multi-resolution tiles that will be replaced when
// the next maptile arrives.
private class mapToMultiRez
{
public int xx;
public int yy;
public mapToMultiRez(int pX, int pY)
{
xx = pX;
yy = pY;
}
};
private Queue<mapToMultiRez> multiRezToBuild = new Queue<mapToMultiRez>();
private bool UpdateMultiResolutionFilesAsync(int x, int y, out string reason)
{
reason = String.Empty;
lock (m_Sync)
lock (multiRezToBuild)
{
// m_log.DebugFormat("{0} UpdateMultiResolutionFilesAsync: scheduling update for <{1},{2}>", LogHeader, x, y);
multiRezToBuild.Enqueue(new mapToMultiRez(x, y));
if (multiRezToBuild.Count == 1)
Util.FireAndForget(DoUpdateMultiResolutionFilesAsync);
}
return true;
}
private void DoUpdateMultiResolutionFilesAsync(object o)
{
// This sleep causes the FireAndForget thread to be different than the invocation thread.
// It also allows other tiles to be uploaded so the multi-rez images are more likely
// to be correct.
Thread.Sleep(1 * 1000);
while (multiRezToBuild.Count > 0)
{
mapToMultiRez toMultiRez = null;
lock (multiRezToBuild)
{
if (multiRezToBuild.Count > 0)
toMultiRez = multiRezToBuild.Dequeue();
}
if (toMultiRez != null)
{
int x = toMultiRez.xx;
int y = toMultiRez.yy;
// m_log.DebugFormat("{0} DoUpdateMultiResolutionFilesAsync: doing build for <{1},{2}>", LogHeader, x, y);
// Stitch seven more aggregate tiles together
for (uint zoomLevel = 2; zoomLevel <= ZOOM_LEVELS; zoomLevel++)
{
@ -153,16 +200,19 @@ namespace OpenSim.Services.MapImageService
int x1 = x - (x % width);
int y1 = y - (y % width);
lock (m_Sync) // must lock the reading and writing of the maptile files
{
if (!CreateTile(zoomLevel, x1, y1))
{
m_log.WarnFormat("[MAP IMAGE SERVICE]: Unable to create tile for {0},{1} at zoom level {1}", x, y, zoomLevel);
reason = string.Format("Map tile at zoom level {0} failed", zoomLevel);
return false;
return;
}
}
}
}
}
return true;
return;
}
public byte[] GetMapTile(string fileName, out string format)