Change UpdateAgent (for changes in agent position) to be sent

once to each simulator rather than once to each region. This
should help with some of the delays caused by multiple outstanding
requests to a single service point.
This commit is contained in:
Mic Bowman
2011-02-03 12:43:46 -08:00
parent 8fdc810a23
commit cf24069227
3 changed files with 81 additions and 31 deletions

View File

@@ -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);
/// <summary>
/// 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.
///
/// </summary>
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<string> simulatorList = new List<string>();
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);
}
}
}
}