Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4.
parent
3a26e366d2
commit
6825377380
|
@ -173,10 +173,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
|
|||
if(obj.PresenceType == PresenceType.Npc)
|
||||
return;
|
||||
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
GetImageAssets(((IScenePresence)obj).UUID);
|
||||
});
|
||||
GetImageAssets(((IScenePresence)obj).UUID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -958,14 +958,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Viewers which have a current outfit folder will actually rez their own attachments. However,
|
||||
// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
|
||||
if (Scene.AttachmentsModule != null)
|
||||
Util.FireAndForget(
|
||||
o =>
|
||||
{
|
||||
// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
|
||||
// System.Threading.Thread.Sleep(7000);
|
||||
|
||||
Scene.AttachmentsModule.RezAttachments(this);
|
||||
});
|
||||
Scene.AttachmentsModule.RezAttachments(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1362,18 +1355,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
ValidateAndSendAppearanceAndAgentData();
|
||||
|
||||
// Create child agents in neighbouring regions
|
||||
if (openChildAgents && !IsChildAgent)
|
||||
{
|
||||
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
|
||||
if (m_agentTransfer != null)
|
||||
Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
|
||||
|
||||
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
|
||||
if (friendsModule != null)
|
||||
friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
|
||||
}
|
||||
|
||||
// XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
|
||||
// If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
|
||||
// This may be due to viewer code or it may be something we're not doing properly simulator side.
|
||||
|
@ -1383,6 +1364,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sog.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
// Create child agents in neighbouring regions
|
||||
if (openChildAgents && !IsChildAgent)
|
||||
{
|
||||
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
|
||||
if (friendsModule != null)
|
||||
friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
|
||||
|
||||
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
|
||||
if (m_agentTransfer != null)
|
||||
m_agentTransfer.EnableChildAgents(this); // this can take a while... several seconds
|
||||
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
|
||||
// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
|
||||
|
@ -2689,22 +2683,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void SendInitialDataToMe()
|
||||
{
|
||||
// Send all scene object to the new client
|
||||
Util.FireAndForget(delegate
|
||||
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
SendOtherAgentsAvatarDataToMe();
|
||||
SendOtherAgentsAppearanceToMe();
|
||||
|
||||
EntityBase[] entities = Scene.Entities.GetEntities();
|
||||
foreach (EntityBase e in entities)
|
||||
{
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
SendOtherAgentsAvatarDataToMe();
|
||||
SendOtherAgentsAppearanceToMe();
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
|
||||
}
|
||||
|
||||
EntityBase[] entities = Scene.Entities.GetEntities();
|
||||
foreach (EntityBase e in entities)
|
||||
{
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
|
||||
}
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in New Issue