diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index c5972ddf1e..56720b7b7a 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -225,17 +225,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation if (destination == null) return false; + // We limit the number of messages sent for a position change to just one per + // simulator so when we receive the update we need to hand it to each of the + // scenes; scenes each check to see if the is a scene presence for the avatar + // note that we really don't need the GridRegion for this call foreach (Scene s in m_sceneList) { - if (s.RegionInfo.RegionHandle == destination.RegionHandle) - { - //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); - s.IncomingChildAgentDataUpdate(cAgentData); - return true; - } + //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); + s.IncomingChildAgentDataUpdate(cAgentData); } //m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate"); - return false; + return true; } public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index f8ff308893..837e65523e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -193,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes } } - public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, ulong regionHandle); + public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest); + /// /// This informs all neighboring regions about the settings of it's child agent. @@ -202,31 +203,17 @@ namespace OpenSim.Region.Framework.Scenes /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. /// /// - private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, ulong regionHandle) + private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest) { //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); try { - //m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); - uint x = 0, y = 0; - Utils.LongToUInts(regionHandle, out x, out y); - GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); - m_scene.SimulationService.UpdateAgent(destination, cAgentData); + m_scene.SimulationService.UpdateAgent(dest, cAgentData); } catch { // Ignore; we did our best } - - //if (regionAccepted) - //{ - // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent"); - //} - //else - //{ - // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent"); - //} - } private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) @@ -240,14 +227,28 @@ namespace OpenSim.Region.Framework.Scenes // This assumes that we know what our neighbors are. try { + uint x = 0, y = 0; + List simulatorList = new List(); foreach (ulong regionHandle in presence.KnownChildRegionHandles) { if (regionHandle != m_regionInfo.RegionHandle) { - SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; - d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, regionHandle, - SendChildAgentDataUpdateCompleted, - d); + // we only want to send one update to each simulator; the simulator will + // hand it off to the regions where a child agent exists, this does assume + // that the region position is cached or performance will degrade + Utils.LongToUInts(regionHandle, out x, out y); + GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); + if (! simulatorList.Contains(dest.ServerURI)) + { + // we havent seen this simulator before, add it to the list + // and send it an update + simulatorList.Add(dest.ServerURI); + + SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; + d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, + SendChildAgentDataUpdateCompleted, + d); + } } } } diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs index c5313fc8b9..cc6bffb7bb 100644 --- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs +++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs @@ -48,6 +48,9 @@ namespace OpenSim.Services.Connectors.Simulation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + // we use this dictionary to track the pending updateagent requests, maps URI --> position update + private Dictionary m_updateAgentQueue = new Dictionary(); + //private GridRegion m_Region; public SimulationServiceConnector() @@ -133,10 +136,56 @@ namespace OpenSim.Services.Connectors.Simulation /// public bool UpdateAgent(GridRegion destination, AgentPosition data) { - // we need a better throttle for these - // return false; + // The basic idea of this code is that the first thread that needs to + // send an update for a specific avatar becomes the worker for any subsequent + // requests until there are no more outstanding requests. Further, only send the most + // recent update; this *should* never be needed but some requests get + // slowed down and once that happens the problem with service end point + // limits kicks in and nothing proceeds + string uri = destination.ServerURI + AgentPath() + data.AgentID + "/"; + lock (m_updateAgentQueue) + { + if (m_updateAgentQueue.ContainsKey(uri)) + { + // Another thread is already handling + // updates for this simulator, just update + // the position and return, overwrites are + // not a problem since we only care about the + // last update anyway + m_updateAgentQueue[uri] = data; + return true; + } + + // Otherwise update the reference and start processing + m_updateAgentQueue[uri] = data; + } - return UpdateAgent(destination, (IAgentData)data); + AgentPosition pos = null; + while (true) + { + lock (m_updateAgentQueue) + { + // save the position + AgentPosition lastpos = pos; + + pos = m_updateAgentQueue[uri]; + + // this is true if no one put a new + // update in the map since the last + // one we processed, if thats the + // case then we are done + if (pos == lastpos) + { + m_updateAgentQueue.Remove(uri); + return true; + } + } + + UpdateAgent(destination,(IAgentData)pos); + } + + // unreachable + return true; } ///