More improvements on agent position updates: if the target sims fail, blacklist them for 2 min, so that we don't keep doing remote calls that fail.
parent
fdda57cf10
commit
512910a51f
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@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
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icon.EndInvoke(iar);
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icon.EndInvoke(iar);
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}
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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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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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{
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// This assumes that we know what our neighbors are.
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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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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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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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bool v = true;
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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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{
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// we havent seen this simulator before, add it to the list
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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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// and send it an update
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simulatorList.Add(dest.ServerURI);
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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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// 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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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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// Leaving this here as a reminder that we tried, and it sucks.
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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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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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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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return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds
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}
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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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/// <summary>
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/// Send updated position information about an agent in this region to a neighbor
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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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/// 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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/// </summary>
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public bool UpdateAgent(GridRegion destination, AgentPosition data)
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public bool UpdateAgent(GridRegion destination, AgentPosition data)
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{
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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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// 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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// 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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// requests until there are no more outstanding requests. Further, only send the most
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@ -185,7 +190,8 @@ namespace OpenSim.Services.Connectors.Simulation
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}
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}
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AgentPosition pos = null;
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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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{
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lock (m_updateAgentQueue)
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lock (m_updateAgentQueue)
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{
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{
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@ -205,11 +211,13 @@ namespace OpenSim.Services.Connectors.Simulation
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}
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}
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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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}
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// we get here iff success == false
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// unreachable
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// blacklist sim for 2 minutes
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// return true;
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_failedSims.AddOrUpdate(destination.ServerURI, true, 120);
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m_updateAgentQueue.Clear();
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return false;
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}
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}
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/// <summary>
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/// <summary>
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