make SendCoarseLocations async, since it is http. Make some actions use thread from pool and not a new one. Threading does need a deep cleanup one of this days. This stops mantis 8183 warnings, but as side effect only
parent
3cddfddc3f
commit
f69e48bedc
|
@ -1168,7 +1168,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
|||
|
||||
con.Output("FloatSam Ensuring assets are cached for all scenes.");
|
||||
|
||||
WorkManager.RunInThread(delegate
|
||||
WorkManager.RunInThreadPool(delegate
|
||||
{
|
||||
bool wasRunning= false;
|
||||
lock(timerLock)
|
||||
|
|
|
@ -394,6 +394,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// asynchronously from the update loop.
|
||||
/// </summary>
|
||||
private bool m_cleaningTemps = false;
|
||||
private bool m_sendingCoarseLocations = false; // same for async course locations sending
|
||||
|
||||
/// <summary>
|
||||
/// Used to control main scene thread looping time when not updating via timer.
|
||||
|
@ -1654,18 +1655,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Frame % m_update_entitymovement == 0)
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
|
||||
if (Frame % (m_update_coarse_locations) == 0)
|
||||
if (Frame % (m_update_coarse_locations) == 0 && !m_sendingCoarseLocations)
|
||||
{
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
m_sendingCoarseLocations = true;
|
||||
WorkManager.RunInThreadPool(
|
||||
delegate
|
||||
{
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
m_sendingCoarseLocations = false;
|
||||
}, null, string.Format("SendCoarseLocations ({0})", Name));
|
||||
}
|
||||
|
||||
// Get the simulation frame time that the avatar force input
|
||||
// took
|
||||
tmpMS2 = Util.GetTimeStampMS();
|
||||
|
@ -1708,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
||||
{
|
||||
m_cleaningTemps = true;
|
||||
WorkManager.RunInThread(
|
||||
WorkManager.RunInThreadPool(
|
||||
delegate { CleanTempObjects(); m_cleaningTemps = false; }, null, string.Format("CleanTempObjects ({0})", Name));
|
||||
tmpMS2 = Util.GetTimeStampMS();
|
||||
tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
|
||||
|
@ -1936,7 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!m_backingup)
|
||||
{
|
||||
m_backingup = true;
|
||||
WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWorker ({0})", Name));
|
||||
WorkManager.RunInThreadPool(o => Backup(false), null, string.Format("BackupWorker ({0})", Name));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue