Merge branch 'master' into httptests
commit
7bea4f1578
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@ -257,37 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_useFlySlow;
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public bool m_useTrashOnDelete = true;
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/// <summary>
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/// Temporarily setting to trigger appearance resends at 60 second intervals.
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/// </summary>
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public bool SendPeriodicAppearanceUpdates { get; set; }
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/// <summary>
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/// How much a root agent has to change position before updates are sent to viewers.
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/// </summary>
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public float RootPositionUpdateTolerance { get; set; }
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/// <summary>
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/// How much a root agent has to rotate before updates are sent to viewers.
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/// </summary>
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public float RootRotationUpdateTolerance { get; set; }
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/// <summary>
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/// How much a root agent has to change velocity before updates are sent to viewers.
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/// </summary>
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public float RootVelocityUpdateTolerance { get; set; }
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/// <summary>
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/// If greater than 1, we only send terse updates to other root agents on every n updates.
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/// </summary>
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public int RootTerseUpdatePeriod { get; set; }
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/// <summary>
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/// If greater than 1, we only send terse updates to child agents on every n updates.
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/// </summary>
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public int ChildTerseUpdatePeriod { get; set; }
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protected float m_defaultDrawDistance = 255f;
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protected float m_defaultDrawDistance = 255f;
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protected float m_defaultCullingDrawDistance = 16f;
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public float DefaultDrawDistance
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{
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@ -375,11 +345,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected set;
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}
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/// <summary>
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/// Current maintenance run number
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/// </summary>
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public uint MaintenanceRun { get; private set; }
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/// <summary>
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/// Frame time
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/// </remarks>
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@ -391,14 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
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// see SimStatsReporter.cs
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public bool Normalized55FPS { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a scene frame.
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/// </summary>
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/// <remarks>
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/// Always derived from MinFrameTicks.
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/// </remarks>
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public float MinMaintenanceTime { get; private set; }
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1;
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@ -407,9 +364,8 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_backup = 200;
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private int m_update_terrain = 1000;
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private int m_update_land = 10;
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private int m_update_coarse_locations = 50;
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private int m_update_coarse_locations = 5;
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private int m_update_temp_cleaning = 180;
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private float agentMS;
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@ -428,11 +384,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private int m_lastFrameTick;
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/// <summary>
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/// Tick at which the last maintenance run occurred.
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/// </summary>
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private int m_lastMaintenanceTick;
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/// <summary>
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/// Total script execution time (in Stopwatch Ticks) since the last frame
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/// </summary>
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@ -449,11 +400,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false);
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/// <summary>
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/// Used to control maintenance thread runs.
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/// </summary>
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private ManualResetEvent m_maintenanceWaitEvent = new ManualResetEvent(false);
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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@ -497,7 +443,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Is the scene active?
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/// </summary>
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/// <remarks>
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/// If false, maintenance and update loops are not being run, though after setting to false update may still
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/// If false, update loop is not being run, though after setting to false update may still
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/// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if
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/// the scene is not active.
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/// </remarks>
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@ -527,7 +473,6 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsRunning { get { return m_isRunning; } }
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private volatile bool m_isRunning;
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// private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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// private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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@ -883,7 +828,6 @@ namespace OpenSim.Region.Framework.Scenes
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FrameTimeWarnPercent = 60;
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FrameTimeCritPercent = 40;
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Normalized55FPS = true;
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MinMaintenanceTime = 1;
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SeeIntoRegion = true;
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Random random = new Random();
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@ -1147,17 +1091,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// FIXME: Ultimately this should be in a module.
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SendPeriodicAppearanceUpdates = false;
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IConfig appearanceConfig = m_config.Configs["Appearance"];
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if (appearanceConfig != null)
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{
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SendPeriodicAppearanceUpdates
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= appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
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}
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#endregion Region Config
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IConfig entityTransferConfig = m_config.Configs["EntityTransfer"];
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@ -1197,16 +1130,6 @@ namespace OpenSim.Region.Framework.Scenes
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ObjectsCullingByDistance
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= interestConfig.GetBoolean("ObjectsCullingByDistance", ObjectsCullingByDistance);
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RootTerseUpdatePeriod = interestConfig.GetInt("RootTerseUpdatePeriod", RootTerseUpdatePeriod);
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ChildTerseUpdatePeriod = interestConfig.GetInt("ChildTerseUpdatePeriod", ChildTerseUpdatePeriod);
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RootPositionUpdateTolerance
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= interestConfig.GetFloat("RootPositionUpdateTolerance", RootPositionUpdateTolerance);
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RootRotationUpdateTolerance
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= interestConfig.GetFloat("RootRotationUpdateTolerance", RootRotationUpdateTolerance);
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RootVelocityUpdateTolerance
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= interestConfig.GetFloat("RootVelocityUpdateTolerance", RootVelocityUpdateTolerance);
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}
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m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", UpdatePrioritizationScheme);
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@ -1275,9 +1198,6 @@ namespace OpenSim.Region.Framework.Scenes
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UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
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ReprioritizationInterval = 5000;
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RootRotationUpdateTolerance = 0.1f;
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RootVelocityUpdateTolerance = 0.001f;
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RootPositionUpdateTolerance = 0.05f;
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ReprioritizationDistance = m_minReprioritizationDistance;
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m_eventManager = new EventManager();
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@ -1668,100 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
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// alarms for scenes with many objects.
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Update(1);
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WorkManager.StartThread(
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Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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m_lastFrameTick = Util.EnvironmentTickCount();
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Update(-1);
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Watchdog.RemoveThread();
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}
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private void Maintenance()
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{
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DoMaintenance(-1);
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Watchdog.RemoveThread();
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}
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public void DoMaintenance(int runs)
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{
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long? endRun = null;
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int runtc, tmpMS;
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int previousMaintenanceTick;
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if (runs >= 0)
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endRun = MaintenanceRun + runs;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
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{
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runtc = Util.EnvironmentTickCount();
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++MaintenanceRun;
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// m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
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{
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
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{
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// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
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if (AvatarFactory != null)
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{
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ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID));
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}
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}
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// Delete temp-on-rez stuff
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if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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// m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
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tmpMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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WorkManager.RunInThread(
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delegate { CleanTempObjects(); m_cleaningTemps = false; },
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null,
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string.Format("CleanTempObjects ({0})", Name));
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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Watchdog.UpdateThread();
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previousMaintenanceTick = m_lastMaintenanceTick;
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m_lastMaintenanceTick = Util.EnvironmentTickCount();
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runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
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runtc = (int)(MinMaintenanceTime * 1000) - runtc;
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if (runtc > 0)
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m_maintenanceWaitEvent.WaitOne(runtc);
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
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m_log.WarnFormat(
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"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
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Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
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MinMaintenanceTime * 1000,
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RegionInfo.RegionName);
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}
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}
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public override void Update(int frames)
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{
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long? endFrame = null;
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@ -1822,6 +1654,18 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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if (Frame % (m_update_coarse_locations) == 0)
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{
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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// Get the simulation frame time that the avatar force input
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// took
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tmpMS2 = Util.GetTimeStampMS();
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@ -1864,7 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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WorkManager.RunInThread(
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delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, string.Format("CleanTempObjects ({0})", Name));
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tmpMS2 = Util.GetTimeStampMS();
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tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
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tmpMS = tmpMS2;
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@ -2091,7 +1936,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_backingup)
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{
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m_backingup = true;
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WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWaitCallback ({0})", Name));
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WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWorker ({0})", Name));
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}
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}
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@ -96,18 +96,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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"List current scene options.",
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"active - if false then main scene update and maintenance loops are suspended.\n"
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+ "animations - if true then extra animations debug information is logged.\n"
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+ "appear-refresh - if true then appearance is resent to other avatars every 60 seconds.\n"
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+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
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+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
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+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
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+ "collisions - if false then collisions with other objects are turned off.\n"
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+ "pbackup - if false then periodic scene backup is turned off.\n"
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+ "physics - if false then all physics objects are non-physical.\n"
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+ "scripting - if false then no scripting operations happen.\n"
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+ "teleport - if true then some extra teleport debug information is logged.\n"
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+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
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+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneGetCommand);
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@ -117,18 +110,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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"Turn on scene debugging options.",
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"active - if false then main scene update and maintenance loops are suspended.\n"
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+ "animations - if true then extra animations debug information is logged.\n"
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+ "appear-refresh - if true then appearance is resent to other avatars every 60 seconds.\n"
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+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
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+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
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+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
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+ "collisions - if false then collisions with other objects are turned off.\n"
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+ "pbackup - if false then periodic scene backup is turned off.\n"
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+ "physics - if false then all physics objects are non-physical.\n"
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+ "scripting - if false then no scripting operations happen.\n"
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+ "teleport - if true then some extra teleport debug information is logged.\n"
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+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
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+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneSetCommand);
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}
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|
@ -153,17 +139,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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ConsoleDisplayList cdl = new ConsoleDisplayList();
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cdl.AddRow("active", m_scene.Active);
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cdl.AddRow("animations", m_scene.DebugAnimations);
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cdl.AddRow("appear-refresh", m_scene.SendPeriodicAppearanceUpdates);
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cdl.AddRow("client-pos-upd", m_scene.RootPositionUpdateTolerance);
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cdl.AddRow("client-rot-upd", m_scene.RootRotationUpdateTolerance);
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cdl.AddRow("client-vel-upd", m_scene.RootVelocityUpdateTolerance);
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cdl.AddRow("root-upd-per", m_scene.RootTerseUpdatePeriod);
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cdl.AddRow("child-upd-per", m_scene.ChildTerseUpdatePeriod);
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cdl.AddRow("pbackup", m_scene.PeriodicBackup);
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cdl.AddRow("physics", m_scene.PhysicsEnabled);
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cdl.AddRow("scripting", m_scene.ScriptsEnabled);
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cdl.AddRow("teleport", m_scene.DebugTeleporting);
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// cdl.AddRow("update-on-timer", m_scene.UpdateOnTimer);
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cdl.AddRow("updates", m_scene.DebugUpdates);
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||||
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MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
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|
@ -207,60 +186,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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m_scene.DebugAnimations = active;
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}
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||||
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if (options.ContainsKey("appear-refresh"))
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||||
{
|
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bool newValue;
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|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
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if (ConsoleUtil.TryParseConsoleBool(MainConsole.Instance, options["appear-refresh"], out newValue))
|
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m_scene.SendPeriodicAppearanceUpdates = newValue;
|
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}
|
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|
||||
if (options.ContainsKey("client-pos-upd"))
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||||
{
|
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float newValue;
|
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|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
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if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-pos-upd"], out newValue))
|
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m_scene.RootPositionUpdateTolerance = newValue;
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||||
}
|
||||
|
||||
if (options.ContainsKey("client-rot-upd"))
|
||||
{
|
||||
float newValue;
|
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|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
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if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-rot-upd"], out newValue))
|
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m_scene.RootRotationUpdateTolerance = newValue;
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}
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|
||||
if (options.ContainsKey("client-vel-upd"))
|
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{
|
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float newValue;
|
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|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
||||
if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-vel-upd"], out newValue))
|
||||
m_scene.RootVelocityUpdateTolerance = newValue;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("root-upd-per"))
|
||||
{
|
||||
int newValue;
|
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|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
||||
if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["root-upd-per"], out newValue))
|
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m_scene.RootTerseUpdatePeriod = newValue;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("child-upd-per"))
|
||||
{
|
||||
int newValue;
|
||||
|
||||
// FIXME: This can only come from the console at the moment but might not always be true.
|
||||
if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["child-upd-per"], out newValue))
|
||||
m_scene.ChildTerseUpdatePeriod = newValue;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("pbackup"))
|
||||
{
|
||||
bool active;
|
||||
|
@ -296,21 +221,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
|
|||
m_scene.DebugTeleporting = enableTeleportDebugging;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("update-on-timer"))
|
||||
{
|
||||
bool enableUpdateOnTimer;
|
||||
if (bool.TryParse(options["update-on-timer"], out enableUpdateOnTimer))
|
||||
{
|
||||
// m_scene.UpdateOnTimer = enableUpdateOnTimer;
|
||||
m_scene.Active = false;
|
||||
|
||||
while (m_scene.IsRunning)
|
||||
Thread.Sleep(20);
|
||||
|
||||
m_scene.Active = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (options.ContainsKey("updates"))
|
||||
{
|
||||
bool enableUpdateDebugging;
|
||||
|
|
Loading…
Reference in New Issue