Merge branch 'master' into careminster
commit
fac89b6671
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@ -171,6 +171,11 @@ namespace OpenSim.Region.Framework.Scenes
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protected set;
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}
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/// <summary>
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/// Current maintenance run number
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/// </summary>
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public uint MaintenanceRun { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
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/// will sleep for the remaining period.
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@ -181,6 +186,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public float MinFrameTime { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a maintenance run.
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/// </summary>
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public float MinMaintenanceTime { get; private set; }
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1;
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@ -209,6 +219,11 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_lastFrameTick;
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public bool CombineRegions = false;
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/// <summary>
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/// Tick at which the last maintenance run occurred.
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/// </summary>
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private int m_lastMaintenanceTick;
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/// <summary>
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/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
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/// asynchronously from the update loop.
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@ -582,6 +597,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_config = config;
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MinFrameTime = 0.089f;
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MinMaintenanceTime = 1;
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Random random = new Random();
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@ -1275,6 +1291,10 @@ namespace OpenSim.Region.Framework.Scenes
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// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
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// alarms for scenes with many objects.
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Update(1);
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Watchdog.StartThread(
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Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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Update(-1);
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@ -1290,6 +1310,63 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
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private void Maintenance()
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{
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DoMaintenance(-1);
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Watchdog.RemoveThread();
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}
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public void DoMaintenance(int runs)
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{
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long? endRun = null;
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int runtc;
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int previousMaintenanceTick;
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if (runs >= 0)
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endRun = MaintenanceRun + runs;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
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{
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runtc = Util.EnvironmentTickCount();
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++MaintenanceRun;
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
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{
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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Watchdog.UpdateThread();
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previousMaintenanceTick = m_lastMaintenanceTick;
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m_lastMaintenanceTick = Util.EnvironmentTickCount();
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runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
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runtc = (int)(MinMaintenanceTime * 1000) - runtc;
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if (runtc > 0)
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Thread.Sleep(runtc);
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
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m_log.WarnFormat(
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"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
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Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
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MinMaintenanceTime * 1000,
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RegionInfo.RegionName);
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}
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}
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public override void Update(int frames)
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{
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long? endFrame = null;
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@ -1301,8 +1378,6 @@ namespace OpenSim.Region.Framework.Scenes
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int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int previousFrameTick;
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int maintc;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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@ -1354,17 +1429,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Delete temp-on-rez stuff
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@ -1472,7 +1536,6 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerRegionHeartbeatEnd(this);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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previousFrameTick = m_lastFrameTick;
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