From bd547989230895b3df1a518f868ea220c5aeb18d Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 13 Aug 2014 23:45:51 +0100 Subject: [PATCH] On entity transfer of scene presence, replace polling sleep in SP.WaitForUpdateAgent() with a triggered event instead. Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time. A triggered event is also slightly quicker as there is no maximum 200ms wait between polls. --- .../Region/Framework/Scenes/ScenePresence.cs | 27 +++++++++---------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4583b52ad8..2418830223 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -343,6 +343,12 @@ namespace OpenSim.Region.Framework.Scenes /// private object m_originRegionIDAccessLock = new object(); + /// + /// Triggered on entity transfer after to allow CompleteMovement() to proceed after we have received an + /// UpdateAgent from the originating region.ddkjjkj + /// + private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new AutoResetEvent(false); + /// /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent /// teleport is reusing the connection. @@ -1647,8 +1653,7 @@ namespace OpenSim.Region.Framework.Scenes // For the moment, just set the size as passed. PhysicsActor.Size = size; // PhysicsActor.setAvatarSize(size, feetoffset); - } - + } } private bool WaitForUpdateAgent(IClientAPI client) @@ -1657,20 +1662,12 @@ namespace OpenSim.Region.Framework.Scenes // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero - int count = 50; - UUID originID; + m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); + + UUID originID = UUID.Zero; lock (m_originRegionIDAccessLock) - originID = m_originRegionID; - - while (originID.Equals(UUID.Zero) && count-- > 0) - { - lock (m_originRegionIDAccessLock) - originID = m_originRegionID; - - m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); - Thread.Sleep(200); - } + originID = m_originRegionID; if (originID.Equals(UUID.Zero)) { @@ -3819,6 +3816,8 @@ namespace OpenSim.Region.Framework.Scenes return; CopyFrom(cAgentData); + + m_updateAgentReceivedAfterTransferEvent.Set(); } private static Vector3 marker = new Vector3(-1f, -1f, -1f);