Added some if condition in RegionSyncModule.SendSceneUpdates, so that if no updates to send, no thread is assigned to send updates.
parent
441551e7c6
commit
85b7bb916f
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@ -239,76 +239,83 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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// This could be another thread for sending outgoing messages or just have the Queue functions
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// create and queue the messages directly into the outgoing server thread.
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System.Threading.ThreadPool.QueueUserWorkItem(delegate
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if (primUpdates != null || presenceUpdates != null)
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{
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// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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if (primUpdates != null)
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// This could be another thread for sending outgoing messages or just have the Queue functions
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// create and queue the messages directly into the outgoing server thread.
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System.Threading.ThreadPool.QueueUserWorkItem(delegate
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{
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foreach (SceneObjectGroup sog in primUpdates)
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{
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//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
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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}
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/*
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if(presenceUpdates!=null){
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foreach (ScenePresence presence in presenceUpdates)
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{
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try
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{
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if (!presence.IsDeleted)
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{
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// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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OSDMap data = new OSDMap(10);
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data["id"] = OSD.FromUUID(presence.UUID);
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// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
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if(presence.AbsolutePosition.IsFinite())
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data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
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else
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data["pos"] = OSD.FromVector3(Vector3.Zero);
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if(presence.Velocity.IsFinite())
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data["vel"] = OSD.FromVector3(presence.Velocity);
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else
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data["vel"] = OSD.FromVector3(Vector3.Zero);
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data["rot"] = OSD.FromQuaternion(presence.Rotation);
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data["fly"] = OSD.FromBoolean(presence.Flying);
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data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
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data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
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// needed for a full update
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if (presence.ParentID != presence.lastSentParentID)
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if (primUpdates != null)
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{
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foreach (SceneObjectGroup sog in primUpdates)
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{
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//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
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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data["coll"] = OSD.FromVector4(presence.CollisionPlane);
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data["off"] = OSD.FromVector3(presence.OffsetPosition);
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data["pID"] = OSD.FromUInteger(presence.ParentID);
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presence.lastSentParentID = presence.ParentID;
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
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m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
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}
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}
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catch (Exception e)
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/*
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if(presenceUpdates!=null){
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foreach (ScenePresence presence in presenceUpdates)
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{
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m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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}
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}}
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* */
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try
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{
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if (!presence.IsDeleted)
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{
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// Indicate that the current batch of updates has been completed
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OSDMap data = new OSDMap(10);
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data["id"] = OSD.FromUUID(presence.UUID);
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// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
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if(presence.AbsolutePosition.IsFinite())
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data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
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else
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data["pos"] = OSD.FromVector3(Vector3.Zero);
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if(presence.Velocity.IsFinite())
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data["vel"] = OSD.FromVector3(presence.Velocity);
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else
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data["vel"] = OSD.FromVector3(Vector3.Zero);
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data["rot"] = OSD.FromQuaternion(presence.Rotation);
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data["fly"] = OSD.FromBoolean(presence.Flying);
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data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
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data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
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// needed for a full update
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if (presence.ParentID != presence.lastSentParentID)
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{
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data["coll"] = OSD.FromVector4(presence.CollisionPlane);
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data["off"] = OSD.FromVector3(presence.OffsetPosition);
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data["pID"] = OSD.FromUInteger(presence.ParentID);
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presence.lastSentParentID = presence.ParentID;
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}
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RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
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m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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}
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}}
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* */
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// Indicate that the current batch of updates has been completed
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Interlocked.Exchange(ref m_sendingUpdates, 0);
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});
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}
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else
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{
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Interlocked.Exchange(ref m_sendingUpdates, 0);
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});
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}
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}
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//The following Sendxxx calls,send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
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@ -985,7 +992,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_scene.RequestModuleInterface<ITerrainModule>().TaintTerrain();
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m_log.Debug(LogHeader+": Synchronized terrain");
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* */
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HandleTerrainUpdateMessage(msg);
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HandleTerrainUpdateMessage(msg, senderActorID);
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return;
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}
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case SymmetricSyncMessage.MsgType.GetObjects:
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@ -1006,18 +1013,18 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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case SymmetricSyncMessage.MsgType.NewObject:
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case SymmetricSyncMessage.MsgType.UpdatedObject:
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{
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HandleAddOrUpdateObjectBySynchronization(msg);
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HandleAddOrUpdateObjectBySynchronization(msg, senderActorID);
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//HandleAddNewObject(sog);
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return;
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}
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case SymmetricSyncMessage.MsgType.RemovedObject:
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{
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HandleRemovedObject(msg);
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HandleRemovedObject(msg, senderActorID);
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return;
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}
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case SymmetricSyncMessage.MsgType.LinkObject:
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{
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HandleLinkObject(msg);
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HandleLinkObject(msg, senderActorID);
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return;
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}
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//EVENTS PROCESSING
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@ -1030,7 +1037,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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case SymmetricSyncMessage.MsgType.ObjectGrabbing:
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case SymmetricSyncMessage.MsgType.ObjectDeGrab:
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{
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HandleRemoteEvent(msg);
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HandleRemoteEvent(msg, senderActorID);
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return;
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}
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default:
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@ -1038,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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private void HandleTerrainUpdateMessage(SymmetricSyncMessage msg)
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private void HandleTerrainUpdateMessage(SymmetricSyncMessage msg, string senderActorID)
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{
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// Get the data from message and error check
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OSDMap data = DeserializeMessage(msg);
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@ -1059,7 +1066,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_log.Debug(LogHeader + ": Synchronized terrain");
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}
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private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg)
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private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg, string senderActorID)
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{
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string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
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SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
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@ -1140,7 +1147,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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private void HandleRemovedObject(SymmetricSyncMessage msg)
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private void HandleRemovedObject(SymmetricSyncMessage msg, string senderActorID)
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{
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// Get the data from message and error check
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OSDMap data = DeserializeMessage(msg);
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@ -1175,11 +1182,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//if this is a relay node, forwards the event
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if (m_isSyncRelay)
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{
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SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
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}
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}
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private void HandleLinkObject(SymmetricSyncMessage msg)
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private void HandleLinkObject(SymmetricSyncMessage msg, string senderActorID)
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{
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// Get the data from message and error check
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OSDMap data = DeserializeMessage(msg);
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@ -1207,7 +1215,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//if this is a relay node, forwards the event
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if (m_isSyncRelay)
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{
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SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
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}
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}
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@ -1215,7 +1224,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// The common actions for handling remote events (event initiated at other actors and propogated here)
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/// </summary>
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/// <param name="msg"></param>
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private void HandleRemoteEvent(SymmetricSyncMessage msg)
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private void HandleRemoteEvent(SymmetricSyncMessage msg, string senderActorID)
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{
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OSDMap data = DeserializeMessage(msg);
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string init_actorID = data["actorID"].AsString();
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@ -1252,7 +1261,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//if this is a relay node, forwards the event
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if (m_isSyncRelay)
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{
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SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
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SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
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}
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}
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