* Cleanup of some memory consuming items on ScenePresence.Close().

* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
This commit is contained in:
Teravus Ovares
2008-02-20 01:17:21 +00:00
parent 932a132116
commit b77c48e75e
5 changed files with 78 additions and 10 deletions

View File

@@ -38,6 +38,8 @@ namespace OpenSim.Region.Environment.Scenes
{
public delegate void KillObjectDelegate(uint localID);
public delegate void RemoveKnownRegionsFromAvatarList(LLUUID avatarID, List<ulong> regionlst);
public class SceneCommunicationService //one instance per region
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
@@ -54,6 +56,7 @@ namespace OpenSim.Region.Environment.Scenes
public event PrimCrossing OnPrimCrossingIntoRegion;
public event RegionUp OnRegionUp;
public event ChildAgentUpdate OnChildAgentUpdate;
public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
@@ -393,23 +396,23 @@ namespace OpenSim.Region.Environment.Scenes
d);
}
public delegate void SendCloseChildAgentDelegate( ScenePresence presence);
public delegate void SendCloseChildAgentDelegate( LLUUID agentID, List<ulong> regionlst);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
private void SendCloseChildAgentAsync(ScenePresence presence)
private void SendCloseChildAgentAsync(LLUUID agentID, List<ulong> regionlst)
{
foreach (ulong regionHandle in presence.KnownChildRegions)
foreach (ulong regionHandle in regionlst)
{
bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, presence.ControllingClient.AgentId);
bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
if (regionAccepted)
{
m_log.Info("[INTERGRID]: Completed sending agent Close agent Request to neighbor");
presence.RemoveNeighbourRegion(regionHandle);
}
else
{
@@ -418,6 +421,13 @@ namespace OpenSim.Region.Environment.Scenes
}
}
// We remove the list of known regions from the agent's known region list through an event
// to scene, because, if an agent logged of, it's likely that there will be no scene presence
// by the time we get to this part of the method.
if (OnRemoveKnownRegionFromAvatar != null)
{
OnRemoveKnownRegionFromAvatar(agentID,regionlst);
}
}
private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -426,11 +436,11 @@ namespace OpenSim.Region.Environment.Scenes
icon.EndInvoke(iar);
}
public void SendCloseChildAgentConnections(ScenePresence presence)
public void SendCloseChildAgentConnections(LLUUID agentID, List<ulong> regionslst)
{
// This assumes that we know what our neighbors are.
SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
d.BeginInvoke(presence,
d.BeginInvoke(agentID, regionslst,
SendCloseChildAgentCompleted,
d);
}
@@ -522,7 +532,7 @@ namespace OpenSim.Region.Environment.Scenes
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
{
SendCloseChildAgentConnections(avatar);
SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
}
}
else