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More improvements on agent position updates: if the target sims fail, blacklist them for 2 min, so that we don't keep doing remote calls that fail.
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@@ -140,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes
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icon.EndInvoke(iar);
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}
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ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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@@ -158,15 +157,13 @@ namespace OpenSim.Region.Framework.Scenes
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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bool v = true;
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if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v))
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if (! simulatorList.Contains(dest.ServerURI))
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{
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// we havent seen this simulator before, add it to the list
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// and send it an update
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simulatorList.Add(dest.ServerURI);
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// Let move this to sync. Mono definitely does not like async networking.
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if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData))
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// Also if it fails, get it out of the loop for a bit
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_failedSims.Add(dest.ServerURI, true, 120);
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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// Leaving this here as a reminder that we tried, and it sucks.
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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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