That didn't fix the problem.
Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4."
This reverts commit 6825377380
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cpu-performance
parent
6825377380
commit
bc405a6a34
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@ -173,7 +173,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
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if(obj.PresenceType == PresenceType.Npc)
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return;
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GetImageAssets(((IScenePresence)obj).UUID);
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Util.FireAndForget(delegate
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{
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GetImageAssets(((IScenePresence)obj).UUID);
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});
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}
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/// <summary>
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@ -958,7 +958,14 @@ namespace OpenSim.Region.Framework.Scenes
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
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if (Scene.AttachmentsModule != null)
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Scene.AttachmentsModule.RezAttachments(this);
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Util.FireAndForget(
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o =>
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{
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// System.Threading.Thread.Sleep(7000);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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}
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else
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{
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@ -1355,6 +1362,18 @@ namespace OpenSim.Region.Framework.Scenes
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ValidateAndSendAppearanceAndAgentData();
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// Create child agents in neighbouring regions
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if (openChildAgents && !IsChildAgent)
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
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IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
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if (friendsModule != null)
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friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
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}
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// XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
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// If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
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// This may be due to viewer code or it may be something we're not doing properly simulator side.
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@ -1364,19 +1383,6 @@ namespace OpenSim.Region.Framework.Scenes
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sog.ScheduleGroupForFullUpdate();
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}
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// Create child agents in neighbouring regions
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if (openChildAgents && !IsChildAgent)
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{
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IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
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if (friendsModule != null)
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friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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m_agentTransfer.EnableChildAgents(this); // this can take a while... several seconds
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}
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
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// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
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@ -2683,20 +2689,22 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendInitialDataToMe()
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{
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// Send all scene object to the new client
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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Util.FireAndForget(delegate
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{
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if (e != null && e is SceneObjectGroup)
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((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
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}
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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{
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if (e != null && e is SceneObjectGroup)
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((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
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}
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});
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}
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/// <summary>
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