remove ThrottlePer100PrimsRezzed option, do not delay attachments with thread.sleep

0.9.1.0-post-fixes
UbitUmarov 2018-10-23 10:27:09 +01:00
parent 050d53fe5b
commit d842f835a6
2 changed files with 2 additions and 57 deletions

View File

@ -54,15 +54,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public int DebugLevel { get; set; }
/// <summary>
/// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes
/// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously.
/// </summary>
/// <remarks>
/// A value of 0 will apply no pause. The pause is specified in milliseconds.
/// </remarks>
public int ThrottlePer100PrimsRezzed { get; set; }
private Scene m_scene;
private IInventoryAccessModule m_invAccessModule;
@ -80,8 +71,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (config != null)
{
Enabled = config.GetBoolean("Enabled", true);
ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
}
else
{
@ -112,17 +101,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
+ " >= 1 - turns on attachment message debug logging",
HandleDebugAttachmentsLog);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments throttle",
"debug attachments throttle <ms>",
"Turn on attachments throttling.",
"This requires a millisecond value. " +
" == 0 - disable throttling.\n"
+ " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
HandleDebugAttachmentsThrottle);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
@ -151,27 +129,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
private void HandleDebugAttachmentsThrottle(string module, string[] args)
{
int ms;
if (args.Length == 4 && int.TryParse(args[3], out ms))
{
ThrottlePer100PrimsRezzed = ms;
MainConsole.Instance.OutputFormat(
"Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
return;
}
MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
}
private void HandleDebugAttachmentsStatus(string module, string[] args)
{
MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
}
/// <summary>
@ -211,6 +172,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void RegionLoaded(Scene scene)
{
m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (!Enabled)
return;
}
public void Close()
@ -1213,18 +1176,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (tainted)
objatt.HasGroupChanged = true;
if (ThrottlePer100PrimsRezzed > 0)
{
int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
Thread.Sleep(throttleMs);
}
return objatt;
}

View File

@ -947,12 +947,6 @@
; Defaults to true - only set to false for debugging purposes
Enabled = true
; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
; or when multiple avatars with medium level attachments login/change outfit simultaneously.
; If 0 then no throttling is performed.
ThrottlePer100PrimsRezzed = 0
[Mesh]
; enable / disable mesh asset uploads