simply NotFoundLocationCache, comment out some debug messages
parent
722b7cfbb2
commit
c0eae1f8f9
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@ -1537,8 +1537,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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public ScenePresence CrossAsync(ScenePresence agent, bool isFlying)
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{
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uint x;
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uint y;
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Vector3 newpos;
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EntityTransferContext ctx = new EntityTransferContext();
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string failureReason;
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@ -1814,7 +1812,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// In any case
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agent.IsInTransit = false;
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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#endregion
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@ -2115,79 +2113,62 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// contains that point. A conservitive estimate.
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private class NotFoundLocationCache
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{
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private struct NotFoundLocation
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{
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public double minX, maxX, minY, maxY;
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public DateTime expireTime;
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}
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private List<NotFoundLocation> m_notFoundLocations = new List<NotFoundLocation>();
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private Dictionary<ulong, DateTime> m_notFoundLocations = new Dictionary<ulong, DateTime>();
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public NotFoundLocationCache()
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{
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}
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// Add an area to the list of 'not found' places. The area is the snapped region
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// area around the added point.
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// just use normal regions handlers and sizes
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public void Add(double pX, double pY)
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{
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ulong psh = (ulong)pX & 0xffffff00ul;
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psh <<= 32;
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psh |= (ulong)pY & 0xffffff00ul;
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lock (m_notFoundLocations)
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{
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if (!LockedContains(pX, pY))
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{
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NotFoundLocation nfl = new NotFoundLocation();
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// A not found location is not found for at least a whole region sized area
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nfl.minX = pX - (pX % (double)Constants.RegionSize);
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nfl.minY = pY - (pY % (double)Constants.RegionSize);
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nfl.maxX = nfl.minX + (double)Constants.RegionSize;
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nfl.maxY = nfl.minY + (double)Constants.RegionSize;
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nfl.expireTime = DateTime.Now + TimeSpan.FromSeconds(30);
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m_notFoundLocations.Add(nfl);
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}
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}
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m_notFoundLocations[psh] = DateTime.Now + TimeSpan.FromSeconds(30);;
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}
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// Test to see of this point is in any of the 'not found' areas.
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// Return 'true' if the point is found inside the 'not found' areas.
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public bool Contains(double pX, double pY)
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{
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bool ret = false;
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ulong psh = (ulong)pX & 0xffffff00ul;
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psh <<= 32;
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psh |= (ulong)pY & 0xffffff00ul;
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lock (m_notFoundLocations)
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ret = LockedContains(pX, pY);
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return ret;
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}
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private bool LockedContains(double pX, double pY)
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{
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bool ret = false;
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this.DoExpiration();
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foreach (NotFoundLocation nfl in m_notFoundLocations)
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{
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if (pX >= nfl.minX && pX < nfl.maxX && pY >= nfl.minY && pY < nfl.maxY)
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if(m_notFoundLocations.ContainsKey(psh))
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{
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ret = true;
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break;
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if(m_notFoundLocations[psh] > DateTime.UtcNow)
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return true;
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m_notFoundLocations.Remove(psh);
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}
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return false;
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}
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return ret;
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}
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private void DoExpiration()
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{
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List<NotFoundLocation> m_toRemove = null;
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DateTime now = DateTime.Now;
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foreach (NotFoundLocation nfl in m_notFoundLocations)
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List<ulong> m_toRemove = new List<ulong>();;
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DateTime now = DateTime.UtcNow;
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lock (m_notFoundLocations)
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{
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if (nfl.expireTime < now)
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foreach (KeyValuePair<ulong, DateTime> kvp in m_notFoundLocations)
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{
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if (m_toRemove == null)
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m_toRemove = new List<NotFoundLocation>();
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m_toRemove.Add(nfl);
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if (kvp.Value < now)
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m_toRemove.Add(kvp.Key);
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}
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if (m_toRemove.Count > 0)
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{
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foreach (ulong u in m_toRemove)
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m_notFoundLocations.Remove(u);
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m_toRemove.Clear();
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}
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}
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if (m_toRemove != null)
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{
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foreach (NotFoundLocation nfl in m_toRemove)
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m_notFoundLocations.Remove(nfl);
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m_toRemove.Clear();
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}
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}
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}
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#endregion // NotFoundLocationCache class
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private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
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@ -2202,7 +2183,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Given a world position, get the GridRegion info for
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// the region containing that point.
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// Someday this should be a method on GridService.
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// Not needed on 0.9 grids
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// 'pSizeHint' is the size of the source region but since the destination point can be anywhere
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// the size of the target region is unknown thus the search area might have to be very large.
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// Return 'null' if no such region exists.
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@ -2233,8 +2214,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY);
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if (ret != null)
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{
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m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}",
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LogHeader, possibleX, possibleY, ret.RegionName);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}",
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// LogHeader, possibleX, possibleY, ret.RegionName);
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}
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if (ret == null)
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@ -2248,21 +2229,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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List<GridRegion> possibleRegions = pGridService.GetRegionRange(pScopeID,
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(int)(px - range), (int)(px),
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(int)(py - range), (int)(py));
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m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}",
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LogHeader, possibleRegions.Count, range);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}",
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// LogHeader, possibleRegions.Count, range);
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if (possibleRegions != null && possibleRegions.Count > 0)
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{
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// If we found some regions, check to see if the point is within
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foreach (GridRegion gr in possibleRegions)
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{
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m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>",
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LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>",
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// LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY);
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if (px >= (double)gr.RegionLocX && px < (double)(gr.RegionLocX + gr.RegionSizeX)
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&& py >= (double)gr.RegionLocY && py < (double)(gr.RegionLocY + gr.RegionSizeY))
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{
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// Found a region that contains the point
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ret = gr;
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m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName);
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break;
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}
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}
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@ -2276,7 +2257,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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// remember this location was not found so we can quickly not find it next time
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m_notFoundLocationCache.Add(px, py);
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m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py);
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}
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return ret;
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@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <returns>true if the agent was not already in transit, false if it was</returns>
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internal bool SetInTransit(UUID id)
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{
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m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
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// m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
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lock (m_agentsInTransit)
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{
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if (!m_agentsInTransit.ContainsKey(id))
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@ -123,7 +123,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
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internal bool UpdateInTransit(UUID id, AgentTransferState newState)
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{
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m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
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// m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
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bool transitionOkay = false;
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@ -247,32 +247,32 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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AgentTransferState state = m_agentsInTransit[id];
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if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
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{
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// if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
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// {
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// FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
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// to be handled properly - ResetFromTransit() could be invoked at any step along the process
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m_log.WarnFormat(
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"[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
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id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
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// m_log.WarnFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
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// id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
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// throw new Exception(
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// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
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// state, AgentTransferState.CleaningUp);
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}
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// }
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m_agentsInTransit.Remove(id);
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m_log.DebugFormat(
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"[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
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id, m_mod.Scene.RegionInfo.RegionName);
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
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// id, m_mod.Scene.RegionInfo.RegionName);
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return true;
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}
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}
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m_log.WarnFormat(
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"[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
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id, m_mod.Scene.RegionInfo.RegionName);
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// m_log.WarnFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
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// id, m_mod.Scene.RegionInfo.RegionName);
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return false;
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}
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