Sequence inventory descendents requests to reduce inventory server load and
movement lag.avinationmerge
parent
67f18655d5
commit
211f4fb411
|
@ -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
|
||||
|
|
|
@ -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>
|
||||
|
|
Loading…
Reference in New Issue