diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 928bcd0c81..6e4c0b1621 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1258,12 +1258,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { - InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; try { - d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, - InformClientOfNeighbourCompleted, - d); + // Let's put this back at sync, so that it doesn't clog + // the network, especially for regions in the same physical server. + // We're really not in a hurry here. + InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent); + //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; + //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, + // InformClientOfNeighbourCompleted, + // d); } catch (ArgumentOutOfRangeException) diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 58a7b2045b..c04171b9c7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes icon.EndInvoke(iar); } + ExpiringCache _failedSims = new ExpiringCache(); public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) { // This assumes that we know what our neighbors are. @@ -156,16 +157,22 @@ namespace OpenSim.Region.Framework.Scenes // that the region position is cached or performance will degrade Utils.LongToUInts(regionHandle, out x, out y); GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); - if (! simulatorList.Contains(dest.ServerURI)) + bool v = true; + if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v)) { // we havent seen this simulator before, add it to the list // and send it an update simulatorList.Add(dest.ServerURI); + // Let move this to sync. Mono definitely does not like async networking. + if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData)) + // Also if it fails, get it out of the loop for a bit + _failedSims.Add(dest.ServerURI, true, 120); - SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; - d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, - SendChildAgentDataUpdateCompleted, - d); + // Leaving this here as a reminder that we tried, and it sucks. + //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; + //d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, + // SendChildAgentDataUpdateCompleted, + // d); } } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 77f7b32fe3..8639697f23 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2738,7 +2738,8 @@ namespace OpenSim.Region.Framework.Scenes AgentPosition agentpos = new AgentPosition(); agentpos.CopyFrom(cadu); - m_scene.SendOutChildAgentUpdates(agentpos, this); + // Let's get this out of the update loop + Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); }); } }