The "About Landmark" code with the fake parcelIDs had a serious bug.
- Fix that bug. It will work with OSSearch now, too - Add some caching to reduce inter-region requests.0.6.0-stable
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82b2b2dccb
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b48885ece4
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@ -42,6 +42,13 @@ using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
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namespace OpenSim.Region.Environment.Modules.World.Land
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namespace OpenSim.Region.Environment.Modules.World.Land
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{
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{
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// used for caching
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internal class ExtendedLandData {
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public LandData landData;
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public ulong regionHandle;
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public uint x, y;
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}
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public class LandManagementModule : IRegionModule
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public class LandManagementModule : IRegionModule
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{
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{
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private static readonly ILog m_log =
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private static readonly ILog m_log =
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@ -60,6 +67,9 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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private bool m_allowedForcefulBans = true;
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private bool m_allowedForcefulBans = true;
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// caches ExtendedLandData
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private Cache parcelInfoCache;
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#region IRegionModule Members
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource source)
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public void Initialise(Scene scene, IConfigSource source)
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@ -68,6 +78,10 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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landIDList.Initialize();
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landIDList.Initialize();
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landChannel = new LandChannel(scene, this);
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landChannel = new LandChannel(scene, this);
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parcelInfoCache = new Cache();
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parcelInfoCache.Size = 30; // the number of different parcel requests in this region to cache
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parcelInfoCache.DefaultTTL = new TimeSpan(0, 5, 0);
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m_scene.EventManager.OnParcelPrimCountAdd += AddPrimToLandPrimCounts;
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m_scene.EventManager.OnParcelPrimCountAdd += AddPrimToLandPrimCounts;
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m_scene.EventManager.OnParcelPrimCountUpdate += UpdateLandPrimCounts;
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m_scene.EventManager.OnParcelPrimCountUpdate += UpdateLandPrimCounts;
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m_scene.EventManager.OnAvatarEnteringNewParcel += new EventManager.AvatarEnteringNewParcel(handleAvatarChangingParcel);
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m_scene.EventManager.OnAvatarEnteringNewParcel += new EventManager.AvatarEnteringNewParcel(handleAvatarChangingParcel);
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@ -1173,23 +1187,48 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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if (parcelID == UUID.Zero)
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if (parcelID == UUID.Zero)
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return;
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return;
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// assume we've got the parcelID we just computed in RemoteParcelRequest
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ExtendedLandData data = (ExtendedLandData)parcelInfoCache.Get(parcelID, delegate(UUID parcel) {
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ulong regionHandle;
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// assume we've got the parcelID we just computed in RemoteParcelRequest
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uint x, y;
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ExtendedLandData extLandData = new ExtendedLandData();
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Util.ParseFakeParcelID(parcelID, out regionHandle, out x, out y);
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Util.ParseFakeParcelID(parcel, out extLandData.regionHandle, out extLandData.x, out extLandData.y);
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m_log.DebugFormat("[LAND] got parcelinfo request for regionHandle {0}, x/y {1}/{2}", regionHandle, x, y);
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m_log.DebugFormat("[LAND] got parcelinfo request for regionHandle {0}, x/y {1}/{2}",
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extLandData.regionHandle, extLandData.x, extLandData.y);
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LandData landData;
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// for this region or for somewhere else?
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if (regionHandle == m_scene.RegionInfo.RegionHandle)
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if (extLandData.regionHandle == m_scene.RegionInfo.RegionHandle)
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landData = this.GetLandObject(x, y).landData;
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{
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else
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extLandData.landData = this.GetLandObject(extLandData.x, extLandData.y).landData;
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landData = m_scene.CommsManager.GridService.RequestLandData(regionHandle, x, y);
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}
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else
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{
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extLandData.landData = m_scene.CommsManager.GridService.RequestLandData(extLandData.regionHandle,
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extLandData.x,
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extLandData.y);
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if (extLandData.landData == null)
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{
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// we didn't find the region/land => don't cache
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return null;
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}
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}
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return extLandData;
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});
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if (landData != null)
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if (data != null) // if we found some data, send it
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{
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{
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RegionInfo info;
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if (data.regionHandle == m_scene.RegionInfo.RegionHandle)
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{
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info = m_scene.RegionInfo;
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}
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else
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{
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// most likely still cached from building the extLandData entry
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info = m_scene.CommsManager.GridService.RequestNeighbourInfo(data.regionHandle);
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}
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// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
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// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
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m_log.Debug("[LAND] got parcelinfo; sending");
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m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",
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remoteClient.SendParcelInfo(m_scene.RegionInfo, landData, parcelID, x, y);
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data.landData.Name, data.regionHandle);
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remoteClient.SendParcelInfo(info, data.landData, parcelID, data.x, data.y);
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}
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}
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else
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else
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m_log.Debug("[LAND] got no parcelinfo; not sending");
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m_log.Debug("[LAND] got no parcelinfo; not sending");
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