* Cleanup of some memory consuming items on ScenePresence.Close().

* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
ThreadPoolClientBranch
Teravus Ovares 2008-02-20 01:17:21 +00:00
parent 932a132116
commit b77c48e75e
5 changed files with 78 additions and 10 deletions

View File

@ -267,7 +267,7 @@ namespace OpenSim.Region.ClientStack
// We can't reach into other scenes and close the connection
// We need to do this over grid communications
//m_scene.CloseAllAgents(CircuitCode);
GC.Collect();
m_clientThread.Abort();
}

View File

@ -1479,7 +1479,13 @@ namespace OpenSim.Region.Environment.Scenes
m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle,
avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y,
avatar.AbsolutePosition.Z);
m_sceneGridService.SendCloseChildAgentConnections(avatar);
List<ulong> childknownRegions = new List<ulong>();
List<ulong> ckn = avatar.GetKnownRegionList();
for (int i = 0; i < ckn.Count; i++)
{
childknownRegions.Add(ckn[i]);
}
m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions);
}
m_eventManager.TriggerClientClosed(agentID);
@ -1554,6 +1560,22 @@ namespace OpenSim.Region.Environment.Scenes
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
}
public void HandleRemoveKnownRegionsFromAvatar(LLUUID avatarID, List<ulong> regionslst)
{
ScenePresence av = GetScenePresence(avatarID);
if (av != null)
{
lock (av)
{
for (int i = 0; i < regionslst.Count; i++)
{
av.KnownChildRegions.Remove(regionslst[i]);
}
}
}
}
public override void CloseAllAgents(uint circuitcode)
{
@ -1607,6 +1629,7 @@ namespace OpenSim.Region.Environment.Scenes
m_sceneGridService.OnRegionUp += OtherRegionUp;
m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
@ -1620,6 +1643,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void UnRegisterReginWithComms()
{
m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
m_sceneGridService.OnRegionUp -= OtherRegionUp;

View File

@ -38,6 +38,8 @@ namespace OpenSim.Region.Environment.Scenes
{
public delegate void KillObjectDelegate(uint localID);
public delegate void RemoveKnownRegionsFromAvatarList(LLUUID avatarID, List<ulong> regionlst);
public class SceneCommunicationService //one instance per region
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
@ -54,6 +56,7 @@ namespace OpenSim.Region.Environment.Scenes
public event PrimCrossing OnPrimCrossingIntoRegion;
public event RegionUp OnRegionUp;
public event ChildAgentUpdate OnChildAgentUpdate;
public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
@ -393,23 +396,23 @@ namespace OpenSim.Region.Environment.Scenes
d);
}
public delegate void SendCloseChildAgentDelegate( ScenePresence presence);
public delegate void SendCloseChildAgentDelegate( LLUUID agentID, List<ulong> regionlst);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
private void SendCloseChildAgentAsync(ScenePresence presence)
private void SendCloseChildAgentAsync(LLUUID agentID, List<ulong> regionlst)
{
foreach (ulong regionHandle in presence.KnownChildRegions)
foreach (ulong regionHandle in regionlst)
{
bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, presence.ControllingClient.AgentId);
bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
if (regionAccepted)
{
m_log.Info("[INTERGRID]: Completed sending agent Close agent Request to neighbor");
presence.RemoveNeighbourRegion(regionHandle);
}
else
{
@ -418,6 +421,13 @@ namespace OpenSim.Region.Environment.Scenes
}
}
// We remove the list of known regions from the agent's known region list through an event
// to scene, because, if an agent logged of, it's likely that there will be no scene presence
// by the time we get to this part of the method.
if (OnRemoveKnownRegionFromAvatar != null)
{
OnRemoveKnownRegionFromAvatar(agentID,regionlst);
}
}
private void SendCloseChildAgentCompleted(IAsyncResult iar)
@ -426,11 +436,11 @@ namespace OpenSim.Region.Environment.Scenes
icon.EndInvoke(iar);
}
public void SendCloseChildAgentConnections(ScenePresence presence)
public void SendCloseChildAgentConnections(LLUUID agentID, List<ulong> regionslst)
{
// This assumes that we know what our neighbors are.
SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
d.BeginInvoke(presence,
d.BeginInvoke(agentID, regionslst,
SendCloseChildAgentCompleted,
d);
}
@ -522,7 +532,7 @@ namespace OpenSim.Region.Environment.Scenes
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
{
SendCloseChildAgentConnections(avatar);
SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
}
}
else

View File

@ -617,6 +617,11 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public List<ulong> GetKnownRegionList()
{
return m_knownChildRegions;
}
#endregion
#region Event Handlers
@ -1767,7 +1772,25 @@ namespace OpenSim.Region.Environment.Scenes
internal void Close()
{
lock (m_knownPrimUUID)
{
m_knownPrimUUID.Clear();
}
lock (m_knownChildRegions)
{
m_knownChildRegions.Clear();
}
lock (m_updateTimes)
{
m_updateTimes.Clear();
}
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Clear();
}
RemoveFromPhysicalScene();
GC.Collect();
}
}
}

View File

@ -48,6 +48,17 @@ namespace OpenSim.Region.Environment.Types
m_queue = new Queue<SceneObjectPart>();
m_ids = new List<LLUUID>();
}
public void Clear()
{
lock (m_ids)
{
m_ids.Clear();
}
lock (m_queue)
{
m_queue.Clear();
}
}
public void Enqueue(SceneObjectPart part)
{