Simplify friends caching by only doing this for root agents - no functions require caching for child agents.

This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
0.7.4.1
Justin Clark-Casey (justincc) 2012-03-28 23:40:25 +01:00
parent 7aa0c05fba
commit d9f7b8549b
9 changed files with 31 additions and 55 deletions

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@ -710,7 +710,7 @@ namespace OpenSim.Framework
/// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it /// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it
/// is connected). /// is connected).
/// </summary> /// </summary>
ISceneAgent SceneAgent { get; } ISceneAgent SceneAgent { get; set; }
UUID SessionId { get; } UUID SessionId { get; }

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@ -384,7 +384,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
set { m_startpos = value; } set { m_startpos = value; }
} }
public UUID AgentId { get { return m_agentId; } } public UUID AgentId { get { return m_agentId; } }
public ISceneAgent SceneAgent { get; private set; } public ISceneAgent SceneAgent { get; set; }
public UUID ActiveGroupId { get { return m_activeGroupID; } } public UUID ActiveGroupId { get { return m_activeGroupID; } }
public string ActiveGroupName { get { return m_activeGroupName; } } public string ActiveGroupName { get { return m_activeGroupName; } }
public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } } public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
@ -695,7 +695,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public virtual void Start() public virtual void Start()
{ {
SceneAgent = m_scene.AddNewClient(this, PresenceType.User); m_scene.AddNewClient(this, PresenceType.User);
RefreshGroupMembership(); RefreshGroupMembership();
} }

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@ -57,7 +57,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
public UUID PrincipalID; public UUID PrincipalID;
public FriendInfo[] Friends; public FriendInfo[] Friends;
public int Refcount;
public bool IsFriend(string friend) public bool IsFriend(string friend)
{ {
@ -255,6 +254,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
private void OnNewClient(IClientAPI client) private void OnNewClient(IClientAPI client)
{ {
if (client.SceneAgent.IsChildAgent)
return;
client.OnInstantMessage += OnInstantMessage; client.OnInstantMessage += OnInstantMessage;
client.OnApproveFriendRequest += OnApproveFriendRequest; client.OnApproveFriendRequest += OnApproveFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest; client.OnDenyFriendRequest += OnDenyFriendRequest;
@ -281,23 +283,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
UUID agentID = client.AgentId; UUID agentID = client.AgentId;
lock (m_Friends) lock (m_Friends)
{ {
UserFriendData friendsData; UserFriendData friendsData = new UserFriendData();
if (m_Friends.TryGetValue(agentID, out friendsData)) friendsData.PrincipalID = agentID;
{ friendsData.Friends = GetFriendsFromService(client);
friendsData.Refcount++;
return false;
}
else
{
friendsData = new UserFriendData();
friendsData.PrincipalID = agentID;
friendsData.Friends = GetFriendsFromService(client);
friendsData.Refcount = 1;
m_Friends[agentID] = friendsData; m_Friends[agentID] = friendsData;
return true;
}
} }
return true;
} }
private void OnClientClosed(UUID agentID, Scene scene) private void OnClientClosed(UUID agentID, Scene scene)
@ -307,23 +300,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
// do this for root agents closing out // do this for root agents closing out
StatusChange(agentID, false); StatusChange(agentID, false);
}
lock (m_Friends) lock (m_Friends)
{ m_Friends.Remove(agentID);
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
{
friendsData.Refcount--;
if (friendsData.Refcount <= 0)
m_Friends.Remove(agentID);
}
} }
} }
private void OnMakeRootAgent(ScenePresence sp) private void OnMakeRootAgent(ScenePresence sp)
{ {
RecacheFriends(sp.ControllingClient); // FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
// is on the critical path for transferring an avatar from one region to another.
CacheFriends(sp.ControllingClient);
} }
private void OnClientLogin(IClientAPI client) private void OnClientLogin(IClientAPI client)
@ -623,7 +610,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
StoreFriendships(client.AgentId, friendID); StoreFriendships(client.AgentId, friendID);
// Update the local cache. // Update the local cache.
RecacheFriends(client); CacheFriends(client);
// //
// Notify the friend // Notify the friend
@ -685,7 +672,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
client.SendAlertMessage("Unable to terminate friendship on this sim."); client.SendAlertMessage("Unable to terminate friendship on this sim.");
// Update local cache // Update local cache
RecacheFriends(client); CacheFriends(client);
client.SendTerminateFriend(exfriendID); client.SendTerminateFriend(exfriendID);
@ -799,7 +786,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
friendClient.SendInstantMessage(im); friendClient.SendInstantMessage(im);
// Update the local cache // Update the local cache
RecacheFriends(friendClient); CacheFriends(friendClient);
// we're done // we're done
return true; return true;
@ -832,7 +819,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
// the friend in this sim as root agent // the friend in this sim as root agent
friendClient.SendTerminateFriend(exfriendID); friendClient.SendTerminateFriend(exfriendID);
// update local cache // update local cache
RecacheFriends(friendClient); CacheFriends(friendClient);
// we're done // we're done
return true; return true;
} }
@ -933,19 +920,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
return FriendsService.GetFriends(client.AgentId); return FriendsService.GetFriends(client.AgentId);
} }
protected void RecacheFriends(IClientAPI client)
{
// FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
// is on the critical path for transferring an avatar from one region to another.
UUID agentID = client.AgentId;
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
friendsData.Friends = GetFriendsFromService(client);
}
}
/// <summary> /// <summary>
/// Are friends cached on this simulator for a particular user? /// Are friends cached on this simulator for a particular user?
/// </summary> /// </summary>

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@ -121,7 +121,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
UUID agentID = client.AgentId; UUID agentID = client.AgentId;
// we do this only for the root agent // we do this only for the root agent
if (m_Friends[agentID].Refcount == 1) if (!client.SceneAgent.IsChildAgent)
{ {
// We need to preload the user management cache with the names // We need to preload the user management cache with the names
// of foreign friends, just like we do with SOPs' creators // of foreign friends, just like we do with SOPs' creators
@ -426,14 +426,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
agentClientCircuit = ((Scene)(agentClient.Scene)).AuthenticateHandler.GetAgentCircuitData(agentClient.CircuitCode); agentClientCircuit = ((Scene)(agentClient.Scene)).AuthenticateHandler.GetAgentCircuitData(agentClient.CircuitCode);
agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit);
agentFriendService = agentClientCircuit.ServiceURLs["FriendsServerURI"].ToString(); agentFriendService = agentClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
RecacheFriends(agentClient); CacheFriends(agentClient);
} }
if (friendClient != null) if (friendClient != null)
{ {
friendClientCircuit = ((Scene)(friendClient.Scene)).AuthenticateHandler.GetAgentCircuitData(friendClient.CircuitCode); friendClientCircuit = ((Scene)(friendClient.Scene)).AuthenticateHandler.GetAgentCircuitData(friendClient.CircuitCode);
friendUUI = Util.ProduceUserUniversalIdentifier(friendClientCircuit); friendUUI = Util.ProduceUserUniversalIdentifier(friendClientCircuit);
friendFriendService = friendClientCircuit.ServiceURLs["FriendsServerURI"].ToString(); friendFriendService = friendClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
RecacheFriends(friendClient); CacheFriends(friendClient);
} }
m_log.DebugFormat("[HGFRIENDS MODULE] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}", m_log.DebugFormat("[HGFRIENDS MODULE] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}",

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@ -71,6 +71,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Triggered when a new client is added to the scene. /// Triggered when a new client is added to the scene.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This is triggered for both child and root agent client connections.
/// Triggered before OnClientLogin. /// Triggered before OnClientLogin.
/// </remarks> /// </remarks>
public event OnNewClientDelegate OnNewClient; public event OnNewClientDelegate OnNewClient;
@ -191,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ClientClosed(UUID clientID, Scene scene); public delegate void ClientClosed(UUID clientID, Scene scene);
/// <summary> /// <summary>
/// Fired when a client is removed from a scene. /// Fired when a client is removed from a scene whether it's a child or a root agent.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// At the point of firing, the scene still contains the client's scene presence. /// At the point of firing, the scene still contains the client's scene presence.

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@ -2670,6 +2670,7 @@ namespace OpenSim.Region.Framework.Scenes
sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
} }
client.SceneAgent = sp;
m_LastLogin = Util.EnvironmentTickCount(); m_LastLogin = Util.EnvironmentTickCount();
// Cache the user's name // Cache the user's name

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@ -55,7 +55,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
private UUID m_agentID = UUID.Random(); private UUID m_agentID = UUID.Random();
public ISceneAgent SceneAgent { get; private set; } public ISceneAgent SceneAgent { get; set; }
private string m_username; private string m_username;
private string m_nick; private string m_nick;
@ -895,7 +895,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public void Start() public void Start()
{ {
SceneAgent = m_scene.AddNewClient(this, PresenceType.User); m_scene.AddNewClient(this, PresenceType.User);
// Mimicking LLClientView which gets always set appearance from client. // Mimicking LLClientView which gets always set appearance from client.
AvatarAppearance appearance; AvatarAppearance appearance;

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@ -72,7 +72,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
get { return m_ownerID; } get { return m_ownerID; }
} }
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } } public ISceneAgent SceneAgent { get; set; }
public void Say(string message) public void Say(string message)
{ {

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@ -327,7 +327,7 @@ namespace OpenSim.Tests.Common.Mock
/// </value> /// </value>
private UUID m_agentId; private UUID m_agentId;
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } } public ISceneAgent SceneAgent { get; set; }
/// <value> /// <value>
/// The last caps seed url that this client was given. /// The last caps seed url that this client was given.