Merge branch 'master' into careminster
commit
3b2900e884
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@ -949,6 +949,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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neighbourRegion.RegionHandle);
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return agent;
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}
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// No turning back
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agent.IsChildAgent = true;
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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@ -1097,7 +1100,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <summary>
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/// This informs all neighbouring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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/// <param name="sp"></param>
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public void EnableChildAgents(ScenePresence sp)
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@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
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icon.EndInvoke(iar);
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}
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ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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@ -158,15 +157,13 @@ namespace OpenSim.Region.Framework.Scenes
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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bool v = true;
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if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v))
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if (! simulatorList.Contains(dest.ServerURI))
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{
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// we havent seen this simulator before, add it to the list
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// and send it an update
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simulatorList.Add(dest.ServerURI);
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// Let move this to sync. Mono definitely does not like async networking.
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if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData))
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// Also if it fails, get it out of the loop for a bit
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_failedSims.Add(dest.ServerURI, true, 120);
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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// Leaving this here as a reminder that we tried, and it sucks.
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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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@ -1255,7 +1255,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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m_agentTransfer.EnableChildAgents(this);
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Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
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IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
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if (friendsModule != null)
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@ -153,6 +153,7 @@ namespace OpenSim.Services.Connectors.Simulation
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return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds
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}
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private ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
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/// <summary>
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/// Send updated position information about an agent in this region to a neighbor
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/// This operation may be called very frequently if an avatar is moving about in
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@ -160,6 +161,10 @@ namespace OpenSim.Services.Connectors.Simulation
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/// </summary>
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public bool UpdateAgent(GridRegion destination, AgentPosition data)
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{
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bool v = true;
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if (_failedSims.TryGetValue(destination.ServerURI, out v))
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return false;
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// The basic idea of this code is that the first thread that needs to
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// send an update for a specific avatar becomes the worker for any subsequent
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// requests until there are no more outstanding requests. Further, only send the most
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@ -183,9 +188,10 @@ namespace OpenSim.Services.Connectors.Simulation
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// Otherwise update the reference and start processing
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m_updateAgentQueue[uri] = data;
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}
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AgentPosition pos = null;
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while (true)
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bool success = true;
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while (success)
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{
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lock (m_updateAgentQueue)
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{
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@ -205,11 +211,16 @@ namespace OpenSim.Services.Connectors.Simulation
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}
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}
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UpdateAgent(destination, (IAgentData)pos, 10000);
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success = UpdateAgent(destination, (IAgentData)pos, 10000);
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}
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// unreachable
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// return true;
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// we get here iff success == false
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// blacklist sim for 2 minutes
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lock (m_updateAgentQueue)
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{
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_failedSims.AddOrUpdate(destination.ServerURI, true, 120);
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m_updateAgentQueue.Remove(uri);
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}
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return false;
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}
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/// <summary>
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