diff --git a/OpenSim/Framework/Location.cs b/OpenSim/Framework/Location.cs
index 9504e03547..0b888347e7 100644
--- a/OpenSim/Framework/Location.cs
+++ b/OpenSim/Framework/Location.cs
@@ -33,10 +33,10 @@ namespace OpenSim.Framework
[Serializable]
public class Location : ICloneable
{
- private readonly int m_x;
- private readonly int m_y;
+ private readonly uint m_x;
+ private readonly uint m_y;
- public Location(int x, int y)
+ public Location(uint x, uint y)
{
m_x = x;
m_y = y;
@@ -44,21 +44,21 @@ namespace OpenSim.Framework
public Location(ulong regionHandle)
{
- m_x = (int) regionHandle;
- m_y = (int) (regionHandle >> 32);
+ m_x = (uint)(regionHandle >> 32);
+ m_y = (uint)(regionHandle & (ulong)uint.MaxValue);
}
public ulong RegionHandle
{
- get { return Utils.UIntsToLong((uint)m_x, (uint)m_y); }
+ get { return Utils.UIntsToLong(m_x, m_y); }
}
- public int X
+ public uint X
{
get { return m_x; }
}
- public int Y
+ public uint Y
{
get { return m_y; }
}
diff --git a/OpenSim/Framework/Tests/LocationTest.cs b/OpenSim/Framework/Tests/LocationTest.cs
index a56ecb4049..af5f164d7f 100644
--- a/OpenSim/Framework/Tests/LocationTest.cs
+++ b/OpenSim/Framework/Tests/LocationTest.cs
@@ -51,21 +51,21 @@ namespace OpenSim.Framework.Tests
[Test]
public void locationXYRegionHandle()
{
- Location TestLocation1 = new Location(256000,256000);
- Location TestLocation2 = new Location(1099511628032000);
+ Location TestLocation1 = new Location(255000,256000);
+ Location TestLocation2 = new Location(1095216660736000);
Assert.That(TestLocation1 == TestLocation2);
- Assert.That(TestLocation2.X == 256000 && TestLocation2.Y == 256000, "Test xy location doesn't match regionhandle provided");
+ Assert.That(TestLocation2.X == 255000 && TestLocation2.Y == 256000, "Test xy location doesn't match regionhandle provided");
- Assert.That(TestLocation2.RegionHandle == 1099511628032000,
+ Assert.That(TestLocation2.RegionHandle == 1095216660736000,
"Location RegionHandle Property didn't match regionhandle provided in constructor");
- TestLocation1 = new Location(256001, 256001);
- TestLocation2 = new Location(1099511628032000);
+ TestLocation1 = new Location(255001, 256001);
+ TestLocation2 = new Location(1095216660736000);
Assert.That(TestLocation1 != TestLocation2);
- Assert.That(TestLocation1.Equals(256001, 256001), "Equals(x,y) failed to match the position in the constructor");
+ Assert.That(TestLocation1.Equals(255001, 256001), "Equals(x,y) failed to match the position in the constructor");
Assert.That(TestLocation2.GetHashCode() == (TestLocation2.X.GetHashCode() ^ TestLocation2.Y.GetHashCode()), "GetHashCode failed to produce the expected hashcode");
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 2a2c819eb3..71b464bc07 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -698,7 +698,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
DefaultClientPacketDebugLevel = newDebug;
MainConsole.Instance.OutputFormat(
- "Debug packet debug for new clients set to {0}", DefaultClientPacketDebugLevel);
+ "Debug packet debug for new clients set to {0} in {1}", DefaultClientPacketDebugLevel, m_scene.Name);
}
else
{
@@ -1998,7 +1998,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//
// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
// modern mono it reduces CPU base load since there is no more continuous polling.
- m_dataPresentEvent.WaitOne(100);
+ if (!m_packetSent)
+ m_dataPresentEvent.WaitOne(100);
Watchdog.UpdateThread();
}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 505bb5370e..7b12c81f27 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -29,6 +29,7 @@ using System;
using System.Collections.Generic;
using System.Reflection;
using System.IO;
+using System.Threading;
using System.Xml;
using log4net;
using Mono.Addins;
@@ -51,6 +52,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public int DebugLevel { get; set; }
+
+ ///
+ /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in
+ /// or many avatars with a medium levels of attachments login simultaneously.
+ ///
+ ///
+ /// A value of 0 will apply no pause. The pause is specified in milliseconds.
+ ///
+ public int ThrottlePer100PrimsRezzed { get; set; }
private Scene m_scene;
private IInventoryAccessModule m_invAccessModule;
@@ -67,9 +77,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
IConfig config = source.Configs["Attachments"];
if (config != null)
+ {
Enabled = config.GetBoolean("Enabled", true);
+
+ ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
+ }
else
+ {
Enabled = true;
+ }
}
public void AddRegion(Scene scene)
@@ -88,24 +104,43 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
- "debug attachments",
- "debug attachments [0|1]",
- "Turn on attachments debugging\n"
- + " <= 0 - turns off debugging\n"
- + " >= 1 - turns on attachment message logging\n",
- HandleDebugAttachments);
+ "debug attachments log",
+ "debug attachments log [0|1]",
+ "Turn on attachments debug logging",
+ " <= 0 - turns off debug logging\n"
+ + " >= 1 - turns on attachment message debug logging",
+ HandleDebugAttachmentsLog);
+
+ MainConsole.Instance.Commands.AddCommand(
+ "Debug",
+ false,
+ "debug attachments throttle",
+ "debug attachments throttle ",
+ "Turn on attachments throttling.",
+ "This requires a millisecond value. " +
+ " == 0 - disable throttling.\n"
+ + " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
+ HandleDebugAttachmentsThrottle);
+
+ MainConsole.Instance.Commands.AddCommand(
+ "Debug",
+ false,
+ "debug attachments status",
+ "debug attachments status",
+ "Show current attachments debug status",
+ HandleDebugAttachmentsStatus);
}
// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
}
- private void HandleDebugAttachments(string module, string[] args)
+ private void HandleDebugAttachmentsLog(string module, string[] args)
{
int debugLevel;
- if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel)))
+ if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
{
- MainConsole.Instance.OutputFormat("Usage: debug attachments [0|1]");
+ MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
}
else
{
@@ -115,6 +150,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
+ private void HandleDebugAttachmentsThrottle(string module, string[] args)
+ {
+ int ms;
+
+ if (args.Length == 4 && int.TryParse(args[3], out ms))
+ {
+ ThrottlePer100PrimsRezzed = ms;
+ MainConsole.Instance.OutputFormat(
+ "Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
+
+ return;
+ }
+
+ MainConsole.Instance.OutputFormat("Usage: debug attachments throttle ");
+ }
+
+ private void HandleDebugAttachmentsStatus(string module, string[] args)
+ {
+ MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
+ MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
+ MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
+ }
+
///
/// Listen for client triggered running state changes so that we can persist the script's object if necessary.
///
@@ -275,7 +333,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
List attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
- uint p = (uint)attach.AttachPoint;
+ uint attachmentPt = (uint)attach.AttachPoint;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
@@ -303,14 +361,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now.
- RezSingleAttachmentFromInventoryInternal(
- sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true, null);
+ SceneObjectGroup objatt
+ = RezSingleAttachmentFromInventoryInternal(
+ sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true, null);
+
+
+ if (ThrottlePer100PrimsRezzed > 0)
+ {
+ int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
+
+ if (DebugLevel > 0)
+ m_log.DebugFormat(
+ "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
+ throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
+
+ Thread.Sleep(throttleMs);
+ }
}
catch (Exception e)
{
UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
- attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace);
+ attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
}
}
}
@@ -984,8 +1056,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (DebugLevel > 0)
m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
- objatt.Name, sp.Name, attachmentPt, m_scene.Name);
+ "[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
+ objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index c9a79fce30..286076da19 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -703,11 +703,18 @@
; on every login
ReuseTextures = false
+
[Attachments]
; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes
Enabled = true
+ ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
+ ; Experimental setting to control CPU spiking when avatars with many attachments login
+ ; or when multiple avatars with medium level attachments login simultaneously.
+ ; If 0 then no throttling is performed.
+ ThrottlePer100PrimsRezzed = 0;
+
[Mesh]
; enable / disable Collada mesh support