Sequence inventory descendents requests to reduce inventory server load and

movement lag.
avinationmerge
Melanie 2012-08-30 00:34:12 +02:00
parent 67f18655d5
commit 211f4fb411
2 changed files with 56 additions and 5 deletions

View File

@ -927,6 +927,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packetInbox.EnqueueHigh(new IncomingPacket((LLClientView)client, packet));
else
packetInbox.EnqueueLow(new IncomingPacket((LLClientView)client, packet));
// packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
}
#region BinaryStats

View File

@ -422,6 +422,20 @@ namespace OpenSim.Region.Framework.Scenes
);
}
private class DescendentsRequestData
{
public IClientAPI RemoteClient;
public UUID FolderID;
public UUID OwnerID;
public bool FetchFolders;
public bool FetchItems;
public int SortOrder;
}
private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
private Object m_descendentsRequestLock = new Object();
private bool m_descendentsRequestProcessing = false;
/// <summary>
/// Tell the client about the various child items and folders contained in the requested folder.
/// </summary>
@ -458,17 +472,38 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// We're going to send the reply async, because there may be
// an enormous quantity of packets -- basically the entire inventory!
// We don't want to block the client thread while all that is happening.
SendInventoryDelegate d = SendInventoryAsync;
d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
lock (m_descendentsRequestLock)
{
if (!m_descendentsRequestProcessing)
{
m_descendentsRequestProcessing = true;
// We're going to send the reply async, because there may be
// an enormous quantity of packets -- basically the entire inventory!
// We don't want to block the client thread while all that is happening.
SendInventoryDelegate d = SendInventoryAsync;
d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
return;
}
DescendentsRequestData req = new DescendentsRequestData();
req.RemoteClient = remoteClient;
req.FolderID = folderID;
req.OwnerID = ownerID;
req.FetchFolders = fetchFolders;
req.FetchItems = fetchItems;
req.SortOrder = sortOrder;
m_descendentsRequestQueue.Enqueue(req);
}
}
delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
{
Thread.Sleep(20);
SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
}
@ -476,6 +511,21 @@ namespace OpenSim.Region.Framework.Scenes
{
SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
d.EndInvoke(iar);
lock (m_descendentsRequestLock)
{
if (m_descendentsRequestQueue.Count > 0)
{
DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
d = SendInventoryAsync;
d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
return;
}
m_descendentsRequestProcessing = false;
}
}
/// <summary>