Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.cpu-performance
parent
5c74f3ec9c
commit
3b8e7ff013
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@ -357,7 +357,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// This does mean that agent updates must be processed synchronously, at least for each client, and called methods
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/// cannot retain a reference to it outside of that method.
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/// </remarks>
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private AgentUpdateArgs m_lastAgentUpdateArgs;
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private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs();
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private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs();
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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@ -5569,80 +5571,136 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Scene/Avatar
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/// <summary>
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/// This checks the update significance against the last update made.
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/// </summary>
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/// <remarks>Can only be called by one thread at a time, and not at the same time as </remarks>
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///
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/// <returns>/returns>
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/// <param name='x'></param>
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public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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bool update = false;
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if (m_lastAgentUpdateArgs != null)
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{
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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update =
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(
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(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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(x.Far != m_lastAgentUpdateArgs.Far) ||
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(x.Flags != m_lastAgentUpdateArgs.Flags) ||
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(x.State != m_lastAgentUpdateArgs.State) ||
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(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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(x.AgentID != m_lastAgentUpdateArgs.AgentID)
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);
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}
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else
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{
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m_lastAgentUpdateArgs = new AgentUpdateArgs();
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update = true;
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}
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if (update)
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
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TotalSignificantAgentUpdates++;
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m_lastAgentUpdateArgs.AgentID = x.AgentID;
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m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_lastAgentUpdateArgs.Far = x.Far;
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m_lastAgentUpdateArgs.Flags = x.Flags;
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m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
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m_lastAgentUpdateArgs.SessionID = x.SessionID;
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m_lastAgentUpdateArgs.State = x.State;
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}
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return update;
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}
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private bool HandleAgentUpdate(IClientAPI sener, Packet packet)
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{
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if (OnAgentUpdate != null)
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{
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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#region Packet Session and User Check
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if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId)
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{
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PacketPool.Instance.ReturnPacket(packet);
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return false;
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}
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#endregion
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bool update = false;
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// Now done earlier
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// #region Packet Session and User Check
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// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId)
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// {
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// PacketPool.Instance.ReturnPacket(packet);
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// return false;
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// }
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// #endregion
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//
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// bool update = false;
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AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
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if (m_lastAgentUpdateArgs != null)
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{
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// These should be ordered from most-likely to
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// least likely to change. I've made an initial
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// guess at that.
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update =
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(
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(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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(x.Far != m_lastAgentUpdateArgs.Far) ||
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(x.Flags != m_lastAgentUpdateArgs.Flags) ||
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(x.State != m_lastAgentUpdateArgs.State) ||
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(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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(x.AgentID != m_lastAgentUpdateArgs.AgentID)
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);
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}
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else
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{
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m_lastAgentUpdateArgs = new AgentUpdateArgs();
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update = true;
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}
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if (update)
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
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//
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// if (m_lastAgentUpdateArgs != null)
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// {
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// // These should be ordered from most-likely to
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// // least likely to change. I've made an initial
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// // guess at that.
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// update =
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// (
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// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
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// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
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// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
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// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
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// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
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// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
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// (x.Far != m_lastAgentUpdateArgs.Far) ||
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// (x.Flags != m_lastAgentUpdateArgs.Flags) ||
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// (x.State != m_lastAgentUpdateArgs.State) ||
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// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
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// (x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
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// (x.AgentID != m_lastAgentUpdateArgs.AgentID)
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// );
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// }
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//
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// if (update)
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// {
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//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
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TotalSignificantAgentUpdates++;
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m_lastAgentUpdateArgs.AgentID = x.AgentID;
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m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_lastAgentUpdateArgs.Far = x.Far;
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m_lastAgentUpdateArgs.Flags = x.Flags;
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m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
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m_lastAgentUpdateArgs.SessionID = x.SessionID;
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m_lastAgentUpdateArgs.State = x.State;
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m_thisAgentUpdateArgs.AgentID = x.AgentID;
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m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
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m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
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m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
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m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
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m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
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m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
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m_thisAgentUpdateArgs.Far = x.Far;
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m_thisAgentUpdateArgs.Flags = x.Flags;
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m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
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m_thisAgentUpdateArgs.SessionID = x.SessionID;
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m_thisAgentUpdateArgs.State = x.State;
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UpdateAgent handlerAgentUpdate = OnAgentUpdate;
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UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
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if (handlerPreAgentUpdate != null)
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OnPreAgentUpdate(this, m_lastAgentUpdateArgs);
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OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
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if (handlerAgentUpdate != null)
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OnAgentUpdate(this, m_lastAgentUpdateArgs);
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OnAgentUpdate(this, m_thisAgentUpdateArgs);
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handlerAgentUpdate = null;
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handlerPreAgentUpdate = null;
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}
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// }
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}
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PacketPool.Instance.ReturnPacket(packet);
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@ -1307,8 +1307,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
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#endregion BinaryStats
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if (m_discardAgentUpdates && packet.Type == PacketType.AgentUpdate)
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return;
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if (packet.Type == PacketType.AgentUpdate)
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{
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if (m_discardAgentUpdates)
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return;
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AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
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if (agentUpdate.AgentData.SessionID != client.SessionId
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|| agentUpdate.AgentData.AgentID != client.AgentId
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|| !((LLClientView)client).CheckAgentUpdateSignificance(agentUpdate.AgentData))
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{
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PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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}
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#region Ping Check Handling
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@ -611,7 +611,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
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//
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if (showParams.Length <= 4)
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{
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m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates");
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m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates");
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachClient(
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@ -624,7 +624,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
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int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum();
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avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1);
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m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11}/min {5,-16}",
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m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}",
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scene.RegionInfo.RegionName, llClient.Name,
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llClient.SceneAgent.IsChildAgent ? "N" : "Y",
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(DateTime.Now - cinfo.StartedTime).Minutes,
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