retire our BlockingQueue replaced by BlockingCollection and cross fingers

This commit is contained in:
UbitUmarov
2018-01-22 17:09:38 +00:00
parent 437369778d
commit d38161f83d
5 changed files with 33 additions and 174 deletions

View File

@@ -26,7 +26,7 @@
*/
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -668,7 +668,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
public UUID user;
}
private OpenSim.Framework.BlockingQueue<EstateAccessDeltaRequest> deltaRequests = new OpenSim.Framework.BlockingQueue<EstateAccessDeltaRequest>();
private BlockingCollection<EstateAccessDeltaRequest> deltaRequests = new BlockingCollection<EstateAccessDeltaRequest>();
private void handleEstateAccessDeltaRequest(IClientAPI _remote_client, UUID _invoice, int _estateAccessType, UUID _user)
{
@@ -683,7 +683,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
newreq.estateAccessType = _estateAccessType;
newreq.user = _user;
deltaRequests.Enqueue(newreq);
deltaRequests.Add(newreq);
lock(deltareqLock)
{
@@ -713,9 +713,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
bool sentGroupsFull = false;
bool sentManagersFull = false;
EstateAccessDeltaRequest req;
while(Scene.IsRunning)
{
EstateAccessDeltaRequest req = deltaRequests.Dequeue(500);
req = null;
deltaRequests.TryTake(out req, 500);
if(!Scene.IsRunning)
break;
@@ -757,7 +759,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
changed.Clear();
lock(deltareqLock)
{
if(deltaRequests.Count() != 0)
if(deltaRequests.Count != 0)
continue;
runnigDeltaExec = false;
return;

View File

@@ -27,6 +27,7 @@
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
@@ -67,7 +68,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private static readonly string DEFAULT_WORLD_MAP_EXPORT_PATH = "exportmap.jpg";
private static readonly UUID STOP_UUID = UUID.Random();
private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>();
private BlockingCollection<MapRequestState> requests = new BlockingCollection<MapRequestState>();
private ManualResetEvent m_mapBlockRequestEvent = new ManualResetEvent(false);
private Dictionary<UUID, Queue<MapBlockRequestData>> m_mapBlockRequests = new Dictionary<UUID, Queue<MapBlockRequestData>>();
@@ -422,7 +423,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
st.itemtype = 0;
st.regionhandle = 0;
requests.Enqueue(st);
requests.Add(st);
MapBlockRequestData req = new MapBlockRequestData();
@@ -719,7 +720,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
av = null;
st = null;
st = requests.Dequeue(4500);
requests.TryTake(out st, 4500);
Watchdog.UpdateThread();
if (st == null || st.agentID == UUID.Zero)
@@ -795,8 +796,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
else
{
// request still beeing processed, enqueue it back
requests.Enqueue(st);
if (requests.Count() < 3)
requests.Add(st);
if (requests.Count < 3)
Thread.Sleep(100);
}
}
@@ -839,7 +840,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
st.itemtype = itemtype;
st.regionhandle = regionhandle;
requests.Enqueue(st);
requests.Add(st);
}
uint[] itemTypesForcedSend = new uint[] { 6, 1, 7, 10 }; // green dots, infohub, land sells