Move the generation of the multi-resolution map tiles off the main
region creation thread. For varregions or simulators with many regions, this will speed up simulator startup and elimiate some thread timeout warnings.bullet-2.82
parent
0300ec45eb
commit
a2ea844494
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@ -36,6 +36,7 @@ using System.Drawing.Imaging;
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using System.IO;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using Nini.Config;
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using log4net;
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@ -53,6 +54,7 @@ namespace OpenSim.Services.MapImageService
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private string LogHeader = "[MAP IMAGE SERVICE]";
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private const int ZOOM_LEVELS = 8;
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private const int IMAGE_WIDTH = 256;
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@ -114,7 +116,7 @@ namespace OpenSim.Services.MapImageService
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}
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}
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return UpdateMultiResolutionFiles(x, y, out reason);
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return UpdateMultiResolutionFilesAsync(x, y, out reason);
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}
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public bool RemoveMapTile(int x, int y, out string reason)
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@ -136,33 +138,81 @@ namespace OpenSim.Services.MapImageService
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}
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}
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return UpdateMultiResolutionFiles(x, y, out reason);
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return UpdateMultiResolutionFilesAsync(x, y, out reason);
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}
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private bool UpdateMultiResolutionFiles(int x, int y, out string reason)
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// When large varregions start up, they can send piles of new map tiles. This causes
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// this multi-resolution routine to be called a zillion times an causes much CPU
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// time to be spent creating multi-resolution tiles that will be replaced when
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// the next maptile arrives.
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private class mapToMultiRez
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{
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public int xx;
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public int yy;
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public mapToMultiRez(int pX, int pY)
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{
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xx = pX;
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yy = pY;
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}
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};
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private Queue<mapToMultiRez> multiRezToBuild = new Queue<mapToMultiRez>();
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private bool UpdateMultiResolutionFilesAsync(int x, int y, out string reason)
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{
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reason = String.Empty;
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lock (m_Sync)
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lock (multiRezToBuild)
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{
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// Stitch seven more aggregate tiles together
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for (uint zoomLevel = 2; zoomLevel <= ZOOM_LEVELS; zoomLevel++)
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{
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// Calculate the width (in full resolution tiles) and bottom-left
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// corner of the current zoom level
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int width = (int)Math.Pow(2, (double)(zoomLevel - 1));
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int x1 = x - (x % width);
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int y1 = y - (y % width);
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// m_log.DebugFormat("{0} UpdateMultiResolutionFilesAsync: scheduling update for <{1},{2}>", LogHeader, x, y);
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multiRezToBuild.Enqueue(new mapToMultiRez(x, y));
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if (multiRezToBuild.Count == 1)
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Util.FireAndForget(DoUpdateMultiResolutionFilesAsync);
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}
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if (!CreateTile(zoomLevel, x1, y1))
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return true;
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}
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private void DoUpdateMultiResolutionFilesAsync(object o)
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{
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// This sleep causes the FireAndForget thread to be different than the invocation thread.
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// It also allows other tiles to be uploaded so the multi-rez images are more likely
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// to be correct.
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Thread.Sleep(1 * 1000);
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while (multiRezToBuild.Count > 0)
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{
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mapToMultiRez toMultiRez = null;
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lock (multiRezToBuild)
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{
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if (multiRezToBuild.Count > 0)
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toMultiRez = multiRezToBuild.Dequeue();
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}
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if (toMultiRez != null)
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{
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int x = toMultiRez.xx;
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int y = toMultiRez.yy;
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// m_log.DebugFormat("{0} DoUpdateMultiResolutionFilesAsync: doing build for <{1},{2}>", LogHeader, x, y);
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// Stitch seven more aggregate tiles together
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for (uint zoomLevel = 2; zoomLevel <= ZOOM_LEVELS; zoomLevel++)
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{
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m_log.WarnFormat("[MAP IMAGE SERVICE]: Unable to create tile for {0},{1} at zoom level {1}", x, y, zoomLevel);
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reason = string.Format("Map tile at zoom level {0} failed", zoomLevel);
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return false;
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// Calculate the width (in full resolution tiles) and bottom-left
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// corner of the current zoom level
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int width = (int)Math.Pow(2, (double)(zoomLevel - 1));
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int x1 = x - (x % width);
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int y1 = y - (y % width);
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lock (m_Sync) // must lock the reading and writing of the maptile files
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{
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if (!CreateTile(zoomLevel, x1, y1))
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{
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m_log.WarnFormat("[MAP IMAGE SERVICE]: Unable to create tile for {0},{1} at zoom level {1}", x, y, zoomLevel);
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return;
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}
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}
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}
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}
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}
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return true;
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return;
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}
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public byte[] GetMapTile(string fileName, out string format)
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