More improvements on agent position updates: if the target sims fail, blacklist them for 2 min, so that we don't keep doing remote calls that fail.

xassetservice
Diva Canto 2012-02-20 10:58:07 -08:00
parent 1c3ee5d1ce
commit 99b9c1a9d5
2 changed files with 16 additions and 11 deletions

View File

@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
icon.EndInvoke(iar); icon.EndInvoke(iar);
} }
ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
{ {
// This assumes that we know what our neighbors are. // This assumes that we know what our neighbors are.
@ -158,15 +157,13 @@ namespace OpenSim.Region.Framework.Scenes
Utils.LongToUInts(regionHandle, out x, out y); Utils.LongToUInts(regionHandle, out x, out y);
GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
bool v = true; bool v = true;
if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v)) if (! simulatorList.Contains(dest.ServerURI))
{ {
// we havent seen this simulator before, add it to the list // we havent seen this simulator before, add it to the list
// and send it an update // and send it an update
simulatorList.Add(dest.ServerURI); simulatorList.Add(dest.ServerURI);
// Let move this to sync. Mono definitely does not like async networking. // Let move this to sync. Mono definitely does not like async networking.
if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData)) m_scene.SimulationService.UpdateAgent(dest, cAgentData);
// Also if it fails, get it out of the loop for a bit
_failedSims.Add(dest.ServerURI, true, 120);
// Leaving this here as a reminder that we tried, and it sucks. // Leaving this here as a reminder that we tried, and it sucks.
//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;

View File

@ -153,6 +153,7 @@ namespace OpenSim.Services.Connectors.Simulation
return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds return UpdateAgent(destination, (IAgentData)data, 200000); // yes, 200 seconds
} }
private ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
/// <summary> /// <summary>
/// Send updated position information about an agent in this region to a neighbor /// Send updated position information about an agent in this region to a neighbor
/// This operation may be called very frequently if an avatar is moving about in /// This operation may be called very frequently if an avatar is moving about in
@ -160,6 +161,10 @@ namespace OpenSim.Services.Connectors.Simulation
/// </summary> /// </summary>
public bool UpdateAgent(GridRegion destination, AgentPosition data) public bool UpdateAgent(GridRegion destination, AgentPosition data)
{ {
bool v = true;
if (_failedSims.TryGetValue(destination.ServerURI, out v))
return false;
// The basic idea of this code is that the first thread that needs to // The basic idea of this code is that the first thread that needs to
// send an update for a specific avatar becomes the worker for any subsequent // send an update for a specific avatar becomes the worker for any subsequent
// requests until there are no more outstanding requests. Further, only send the most // requests until there are no more outstanding requests. Further, only send the most
@ -185,7 +190,8 @@ namespace OpenSim.Services.Connectors.Simulation
} }
AgentPosition pos = null; AgentPosition pos = null;
while (true) bool success = true;
while (success)
{ {
lock (m_updateAgentQueue) lock (m_updateAgentQueue)
{ {
@ -205,11 +211,13 @@ namespace OpenSim.Services.Connectors.Simulation
} }
} }
UpdateAgent(destination, (IAgentData)pos, 10000); success = UpdateAgent(destination, (IAgentData)pos, 10000);
} }
// we get here iff success == false
// unreachable // blacklist sim for 2 minutes
// return true; _failedSims.AddOrUpdate(destination.ServerURI, true, 120);
m_updateAgentQueue.Clear();
return false;
} }
/// <summary> /// <summary>