Merge branch 'master' into careminster

avinationmerge
Melanie 2012-03-23 02:46:49 +00:00
commit fac89b6671
1 changed files with 77 additions and 14 deletions

View File

@ -171,6 +171,11 @@ namespace OpenSim.Region.Framework.Scenes
protected set;
}
/// <summary>
/// Current maintenance run number
/// </summary>
public uint MaintenanceRun { get; private set; }
/// <summary>
/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
/// will sleep for the remaining period.
@ -181,6 +186,11 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public float MinFrameTime { get; private set; }
/// <summary>
/// The minimum length of time in seconds that will be taken for a maintenance run.
/// </summary>
public float MinMaintenanceTime { get; private set; }
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1;
@ -209,6 +219,11 @@ namespace OpenSim.Region.Framework.Scenes
private int m_lastFrameTick;
public bool CombineRegions = false;
/// <summary>
/// Tick at which the last maintenance run occurred.
/// </summary>
private int m_lastMaintenanceTick;
/// <summary>
/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
/// asynchronously from the update loop.
@ -582,6 +597,7 @@ namespace OpenSim.Region.Framework.Scenes
{
m_config = config;
MinFrameTime = 0.089f;
MinMaintenanceTime = 1;
Random random = new Random();
@ -1275,6 +1291,10 @@ namespace OpenSim.Region.Framework.Scenes
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.StartThread(
Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
Update(-1);
@ -1290,6 +1310,63 @@ namespace OpenSim.Region.Framework.Scenes
Watchdog.RemoveThread();
}
private void Maintenance()
{
DoMaintenance(-1);
Watchdog.RemoveThread();
}
public void DoMaintenance(int runs)
{
long? endRun = null;
int runtc;
int previousMaintenanceTick;
if (runs >= 0)
endRun = MaintenanceRun + runs;
List<Vector3> coarseLocations;
List<UUID> avatarUUIDs;
while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
{
runtc = Util.EnvironmentTickCount();
++MaintenanceRun;
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
{
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
// Send coarse locations to clients
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
});
}
Watchdog.UpdateThread();
previousMaintenanceTick = m_lastMaintenanceTick;
m_lastMaintenanceTick = Util.EnvironmentTickCount();
runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
runtc = (int)(MinMaintenanceTime * 1000) - runtc;
if (runtc > 0)
Thread.Sleep(runtc);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
m_log.WarnFormat(
"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
MinMaintenanceTime * 1000,
RegionInfo.RegionName);
}
}
public override void Update(int frames)
{
long? endFrame = null;
@ -1301,8 +1378,6 @@ namespace OpenSim.Region.Framework.Scenes
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
int previousFrameTick;
int maintc;
List<Vector3> coarseLocations;
List<UUID> avatarUUIDs;
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{
@ -1354,17 +1429,6 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences();
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (Frame % m_update_coarse_locations == 0)
{
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
// Send coarse locations to clients
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
});
}
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
// Delete temp-on-rez stuff
@ -1472,7 +1536,6 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerRegionHeartbeatEnd(this);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread();
previousFrameTick = m_lastFrameTick;