Added some if condition in RegionSyncModule.SendSceneUpdates, so that if no updates to send, no thread is assigned to send updates.

dsg
Huaiyu (Kitty) Liu 2011-01-26 17:17:03 -08:00
parent 441551e7c6
commit 85b7bb916f
1 changed files with 78 additions and 68 deletions

View File

@ -239,76 +239,83 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
// This could be another thread for sending outgoing messages or just have the Queue functions
// create and queue the messages directly into the outgoing server thread.
System.Threading.ThreadPool.QueueUserWorkItem(delegate
if (primUpdates != null || presenceUpdates != null)
{
// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
if (primUpdates != null)
// This could be another thread for sending outgoing messages or just have the Queue functions
// create and queue the messages directly into the outgoing server thread.
System.Threading.ThreadPool.QueueUserWorkItem(delegate
{
foreach (SceneObjectGroup sog in primUpdates)
{
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
{
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
}
}
}
/*
if(presenceUpdates!=null){
foreach (ScenePresence presence in presenceUpdates)
{
try
{
if (!presence.IsDeleted)
{
// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
OSDMap data = new OSDMap(10);
data["id"] = OSD.FromUUID(presence.UUID);
// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
if(presence.AbsolutePosition.IsFinite())
data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
else
data["pos"] = OSD.FromVector3(Vector3.Zero);
if(presence.Velocity.IsFinite())
data["vel"] = OSD.FromVector3(presence.Velocity);
else
data["vel"] = OSD.FromVector3(Vector3.Zero);
data["rot"] = OSD.FromQuaternion(presence.Rotation);
data["fly"] = OSD.FromBoolean(presence.Flying);
data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
// needed for a full update
if (presence.ParentID != presence.lastSentParentID)
if (primUpdates != null)
{
foreach (SceneObjectGroup sog in primUpdates)
{
//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
{
data["coll"] = OSD.FromVector4(presence.CollisionPlane);
data["off"] = OSD.FromVector3(presence.OffsetPosition);
data["pID"] = OSD.FromUInteger(presence.ParentID);
presence.lastSentParentID = presence.ParentID;
//send
string sogxml = SceneObjectSerializer.ToXml2Format(sog);
SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
}
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
}
}
catch (Exception e)
/*
if(presenceUpdates!=null){
foreach (ScenePresence presence in presenceUpdates)
{
m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
}
}}
* */
try
{
if (!presence.IsDeleted)
{
// Indicate that the current batch of updates has been completed
OSDMap data = new OSDMap(10);
data["id"] = OSD.FromUUID(presence.UUID);
// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
if(presence.AbsolutePosition.IsFinite())
data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
else
data["pos"] = OSD.FromVector3(Vector3.Zero);
if(presence.Velocity.IsFinite())
data["vel"] = OSD.FromVector3(presence.Velocity);
else
data["vel"] = OSD.FromVector3(Vector3.Zero);
data["rot"] = OSD.FromQuaternion(presence.Rotation);
data["fly"] = OSD.FromBoolean(presence.Flying);
data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
// needed for a full update
if (presence.ParentID != presence.lastSentParentID)
{
data["coll"] = OSD.FromVector4(presence.CollisionPlane);
data["off"] = OSD.FromVector3(presence.OffsetPosition);
data["pID"] = OSD.FromUInteger(presence.ParentID);
presence.lastSentParentID = presence.ParentID;
}
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
}
}
catch (Exception e)
{
m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
}
}}
* */
// Indicate that the current batch of updates has been completed
Interlocked.Exchange(ref m_sendingUpdates, 0);
});
}
else
{
Interlocked.Exchange(ref m_sendingUpdates, 0);
});
}
}
//The following Sendxxx calls,send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
@ -985,7 +992,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.RequestModuleInterface<ITerrainModule>().TaintTerrain();
m_log.Debug(LogHeader+": Synchronized terrain");
* */
HandleTerrainUpdateMessage(msg);
HandleTerrainUpdateMessage(msg, senderActorID);
return;
}
case SymmetricSyncMessage.MsgType.GetObjects:
@ -1006,18 +1013,18 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
case SymmetricSyncMessage.MsgType.NewObject:
case SymmetricSyncMessage.MsgType.UpdatedObject:
{
HandleAddOrUpdateObjectBySynchronization(msg);
HandleAddOrUpdateObjectBySynchronization(msg, senderActorID);
//HandleAddNewObject(sog);
return;
}
case SymmetricSyncMessage.MsgType.RemovedObject:
{
HandleRemovedObject(msg);
HandleRemovedObject(msg, senderActorID);
return;
}
case SymmetricSyncMessage.MsgType.LinkObject:
{
HandleLinkObject(msg);
HandleLinkObject(msg, senderActorID);
return;
}
//EVENTS PROCESSING
@ -1030,7 +1037,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
case SymmetricSyncMessage.MsgType.ObjectGrabbing:
case SymmetricSyncMessage.MsgType.ObjectDeGrab:
{
HandleRemoteEvent(msg);
HandleRemoteEvent(msg, senderActorID);
return;
}
default:
@ -1038,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
private void HandleTerrainUpdateMessage(SymmetricSyncMessage msg)
private void HandleTerrainUpdateMessage(SymmetricSyncMessage msg, string senderActorID)
{
// Get the data from message and error check
OSDMap data = DeserializeMessage(msg);
@ -1059,7 +1066,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_log.Debug(LogHeader + ": Synchronized terrain");
}
private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg)
private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg, string senderActorID)
{
string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
@ -1140,7 +1147,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
private void HandleRemovedObject(SymmetricSyncMessage msg)
private void HandleRemovedObject(SymmetricSyncMessage msg, string senderActorID)
{
// Get the data from message and error check
OSDMap data = DeserializeMessage(msg);
@ -1175,11 +1182,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//if this is a relay node, forwards the event
if (m_isSyncRelay)
{
SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
}
}
private void HandleLinkObject(SymmetricSyncMessage msg)
private void HandleLinkObject(SymmetricSyncMessage msg, string senderActorID)
{
// Get the data from message and error check
OSDMap data = DeserializeMessage(msg);
@ -1207,7 +1215,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//if this is a relay node, forwards the event
if (m_isSyncRelay)
{
SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
}
}
@ -1215,7 +1224,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// The common actions for handling remote events (event initiated at other actors and propogated here)
/// </summary>
/// <param name="msg"></param>
private void HandleRemoteEvent(SymmetricSyncMessage msg)
private void HandleRemoteEvent(SymmetricSyncMessage msg, string senderActorID)
{
OSDMap data = DeserializeMessage(msg);
string init_actorID = data["actorID"].AsString();
@ -1252,7 +1261,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//if this is a relay node, forwards the event
if (m_isSyncRelay)
{
SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
}
}