Fixed a region split synchronization bug
parent
fe56c18795
commit
c78eebfdfc
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@ -158,6 +158,17 @@ namespace OpenSim.Framework
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return circuits.ToArray();
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}
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public List<uint> GetAllCircuitCodes()
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{
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List<uint> circuits;
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lock (m_clients)
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{
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circuits = new List<uint>(m_clients.Keys);
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}
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return circuits;
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}
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public void ViewerEffectHandler(IClientAPI sender, ViewerEffectPacket.EffectBlock[] effectBlock)
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{
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@ -525,21 +525,6 @@ namespace OpenSim.ApplicationPlugins.LoadBalancer
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udpserv = SearchUDPServerFromPortNum(scene.RegionInfo.InternalEndPoint.Port);
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// restore the scene presence
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/*
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files = Directory.GetFiles(import_dir, "Presence_*.bin");
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Array.Sort(files);
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foreach (string filename in files)
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{
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sp = (ScenePresence)Util.DeserializeFromFile(filename);
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Console.WriteLine("agent id = {0}", sp.m_uuid);
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scene.m_restorePresences.Add(sp.m_uuid, sp);
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File.Delete(filename);
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m_log.InfoFormat("[BALANCER] "+"scene presence deserialized [{0}]", sp.m_uuid);
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}
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*/
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for (int i = 0; ; i++)
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{
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string filename = import_dir + "Presence_" + String.Format("{0:0000}", i) + ".bin";
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@ -746,12 +731,20 @@ namespace OpenSim.ApplicationPlugins.LoadBalancer
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// Disabling half of the avatars in master, and the other half in slave
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int i = 0;
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List<ScenePresence> presences = scene.GetScenePresences();
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presences.Sort();
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foreach (ScenePresence pre in presences)
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List<uint> circuits = scene.ClientManager.GetAllCircuitCodes();
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circuits.Sort();
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IClientAPI controller = null;
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foreach (uint code in circuits)
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{
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m_log.InfoFormat("[BALANCER] "+"circuit code : {0}", code);
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if (scene.ClientManager.TryGetClient(code, out controller))
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{
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// Divide the presences evenly over the set of subscenes
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ClientView client = (ClientView) pre.ControllingClient;
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ClientView client = (ClientView) controller;
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client.PacketProcessingEnabled = (( (i + myID) % sceneURL.Length) == 0);
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m_log.InfoFormat("[SPLITSCENE] === SplitRegion {0}: SP.PacketEnabled {1}", region.RegionID, client.PacketProcessingEnabled);
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@ -764,6 +757,7 @@ namespace OpenSim.ApplicationPlugins.LoadBalancer
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++i;
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}
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}
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scene.splitID = myID;
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scene.SynchronizeScene = new Scene.SynchronizeSceneHandler(SynchronizeScenes);
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