Mantis #2621: Thanks idb, for a patch that will persist regularily changed objects better.
Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds after the last change, but latest MaximumTimeBeforePersistenceConsidered after the first change (both are configurable in OpenSim.ini.example and are set to 60 and 600 as default).0.6.1-post-fixes
parent
3fdc445dd1
commit
21b69ac515
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@ -62,6 +62,9 @@ namespace OpenSim.Region.Environment.Scenes
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public SynchronizeSceneHandler SynchronizeScene = null;
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public int splitID = 0;
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private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
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private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
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#region Fields
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protected Timer m_restartWaitTimer = new Timer();
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@ -171,6 +174,11 @@ namespace OpenSim.Region.Environment.Scenes
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private object m_deleting_scene_object = new object();
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// the minimum time that must elapse before a changed object will be considered for persisted
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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// the maximum time that must elapse before a changed object will be considered for persisted
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public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
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#endregion
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#region Properties
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@ -335,6 +343,12 @@ namespace OpenSim.Region.Environment.Scenes
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m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", 65536.0f);
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m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", 10.0f);
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m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", false);
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m_dontPersistBefore =
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startupConfig.GetInt("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
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m_dontPersistBefore *= 10000000;
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m_persistAfter =
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startupConfig.GetInt("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
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m_persistAfter *= 10000000;
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m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "DotNetEngine");
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}
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@ -348,6 +362,11 @@ namespace OpenSim.Region.Environment.Scenes
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#region Startup / Close Methods
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public bool ShuttingDown
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{
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get { return shuttingdown; }
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}
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protected virtual void RegisterDefaultSceneEvents()
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{
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m_eventManager.OnPermissionError += SendPermissionAlert;
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@ -92,7 +92,39 @@ namespace OpenSim.Region.Environment.Scenes
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/// Signal whether the non-inventory attributes of any prims in the group have changed
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/// since the group's last persistent backup
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/// </summary>
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public bool HasGroupChanged = false;
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private bool m_hasGroupChanged = false;
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private long timeFirstChanged;
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private long timeLastChanged;
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public bool HasGroupChanged
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{
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set
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{
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if (value)
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{
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timeLastChanged = DateTime.Now.Ticks;
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if (!m_hasGroupChanged)
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timeFirstChanged = DateTime.Now.Ticks;
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}
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m_hasGroupChanged = value;
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}
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get { return m_hasGroupChanged; }
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}
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private bool isTimeToPersist()
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{
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if (IsSelected || IsDeleted || IsAttachment)
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return false;
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if (!m_hasGroupChanged)
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return false;
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if (m_scene.ShuttingDown)
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return true;
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long currentTime = DateTime.Now.Ticks;
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if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
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return true;
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return false;
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}
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/// <value>
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/// Is this scene object acting as an attachment?
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@ -1190,25 +1222,28 @@ namespace OpenSim.Region.Environment.Scenes
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try
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{
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ILandObject parcel = m_scene.LandChannel.GetLandObject(
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m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
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if (parcel != null && parcel.landData != null &&
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parcel.landData.OtherCleanTime != 0)
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if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
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{
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if (parcel.landData.OwnerID != OwnerID &&
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(parcel.landData.GroupID != GroupID ||
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parcel.landData.GroupID == UUID.Zero))
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{
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if ((DateTime.Now - RootPart.Rezzed).TotalMinutes >
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parcel.landData.OtherCleanTime)
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{
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m_log.InfoFormat("[SCENE] Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
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m_scene.AddReturn(OwnerID, Name, AbsolutePosition);
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m_scene.DeRezObject(null, RootPart.LocalId,
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RootPart.GroupID, 9, UUID.Zero);
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ILandObject parcel = m_scene.LandChannel.GetLandObject(
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m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
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return;
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if (parcel != null && parcel.landData != null &&
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parcel.landData.OtherCleanTime != 0)
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{
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if (parcel.landData.OwnerID != OwnerID &&
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(parcel.landData.GroupID != GroupID ||
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parcel.landData.GroupID == UUID.Zero))
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{
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if ((DateTime.Now - RootPart.Rezzed).TotalMinutes >
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parcel.landData.OtherCleanTime)
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{
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m_log.InfoFormat("[SCENE] Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
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m_scene.AddReturn(OwnerID, Name, AbsolutePosition);
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m_scene.DeRezObject(null, RootPart.LocalId,
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RootPart.GroupID, 9, UUID.Zero);
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return;
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}
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}
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}
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}
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@ -1216,7 +1251,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (HasGroupChanged)
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{
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// don't backup while it's selected or you're asking for changes mid stream.
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if (!(IsSelected || IsDeleted || IsAttachment))
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if (isTimeToPersist())
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{
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m_log.DebugFormat(
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"[SCENE]: Storing {0}, {1} in {2}",
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@ -1227,9 +1262,9 @@ namespace OpenSim.Region.Environment.Scenes
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backup_group.RootPart.Acceleration = RootPart.Acceleration;
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backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
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backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
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HasGroupChanged = false;
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datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
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HasGroupChanged = false;
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backup_group.ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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@ -79,6 +79,15 @@
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asset_database = "local"
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;asset_database = "grid"
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; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
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; prevent frequently changing objects from heavily loading the region data store.
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; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
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;
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; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
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MinimumTimeBeforePersistenceConsidered = 60
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; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
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MaximumTimeBeforePersistenceConsidered = 600
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; Should avatars in neighbor sims see objects in this sim?
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see_into_this_sim_from_neighbor = True
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