* Caches UUIDName requests

* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
This commit is contained in:
Teravus Ovares
2008-05-29 23:36:37 +00:00
parent 45c6523904
commit 9cefda83d6
2 changed files with 99 additions and 12 deletions

View File

@@ -24,7 +24,8 @@
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Threading;
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
@@ -40,6 +41,8 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private delegate void LookupUUIDS(List<LLUUID> uuidLst);
private Scene m_scene;
#region Packet Data Responders
@@ -314,6 +317,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
private void HandleLandStatRequest(int parcelID, uint reportType, uint requestFlags, string filter, IClientAPI remoteClient)
{
Dictionary<uint, float> SceneData = new Dictionary<uint,float>();
List<LLUUID> uuidNameLookupList = new List<LLUUID>();
if (reportType == 1)
{
@@ -345,7 +349,17 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
lsri.TaskID = sog.UUID;
lsri.TaskLocalID = sog.LocalId;
lsri.TaskName = sog.GetPartName(obj);
lsri.OwnerName = m_scene.CommsManager.UUIDNameRequestString(sog.OwnerID);
if (m_scene.CommsManager.UUIDNameCachedTest(sog.OwnerID))
{
lsri.OwnerName = m_scene.CommsManager.UUIDNameRequestString(sog.OwnerID);
}
else
{
lsri.OwnerName = "waiting";
lock(uuidNameLookupList)
uuidNameLookupList.Add(sog.OwnerID);
}
if (filter.Length != 0)
{
if ((lsri.OwnerName.Contains(filter) || lsri.TaskName.Contains(filter)))
@@ -365,9 +379,39 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
}
}
remoteClient.SendLandStatReply(reportType, requestFlags, (uint)SceneReport.Count,SceneReport.ToArray());
if (uuidNameLookupList.Count > 0)
LookupUUID(uuidNameLookupList);
}
private void LookupUUIDSCompleted(IAsyncResult iar)
{
LookupUUIDS icon = (LookupUUIDS)iar.AsyncState;
icon.EndInvoke(iar);
}
private void LookupUUID(List<LLUUID> uuidLst)
{
LookupUUIDS d = LookupUUIDsAsync;
d.BeginInvoke(uuidLst,
LookupUUIDSCompleted,
d);
}
private void LookupUUIDsAsync(List<LLUUID> uuidLst)
{
LLUUID[] uuidarr = new LLUUID[0];
lock (uuidLst)
{
uuidarr = uuidLst.ToArray();
}
for (int i = 0; i < uuidarr.Length; i++)
{
string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
// we drop it. It gets cached though... so we're ready for the next request.
}
}
#endregion
#region Outgoing Packets