diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 8d503bd7e6..c7f4c20d67 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory #region IAvatarFactoryModule + /// + /// + /// + /// + public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) + { + SetAppearance(sp, appearance.Texture, appearance.VisualParams); + } + /// /// Set appearance data (texture asset IDs and slider settings) /// @@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; // WriteBakedTexturesReport(sp, m_log.DebugFormat); - if (!ValidateBakedTextureCache(sp)) + + // If bake textures are missing and this is not an NPC, request a rebake from client + if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) RequestRebake(sp, true); // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate // appearance send and save here. } - + + // NPC should send to clients immediately and skip saving appearance + if (((ScenePresence)sp).PresenceType == PresenceType.Npc) + { + SendAppearance((ScenePresence)sp); + return; + } + // save only if there were changes, send no matter what (doesn't hurt to send twice) if (changed) QueueAppearanceSave(sp.ControllingClient.AgentId); @@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); } + private void SendAppearance(ScenePresence sp) + { + // Send the appearance to everyone in the scene + sp.SendAppearanceToAllOtherAgents(); + + // Send animations back to the avatar as well + sp.Animator.SendAnimPack(); + } + public bool SendAppearance(UUID agentId) { // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); @@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return false; } - // Send the appearance to everyone in the scene - sp.SendAppearanceToAllOtherAgents(); - - // Send animations back to the avatar as well - sp.Animator.SendAnimPack(); - + SendAppearance(sp); return true; } @@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 39a760cbf4..34aca33349 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs @@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces public interface IAvatarFactoryModule { + void SetAppearance(IScenePresence sp, AvatarAppearance appearance); void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); /// diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs index 42008dae43..130513d4c0 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/SimianGroupsServicesConnectorModule.cs @@ -30,6 +30,7 @@ using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Reflection; +using System.Threading; using Nwc.XmlRpc; @@ -167,6 +168,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups private bool m_debugEnabled = false; + private Dictionary m_pendingRequests = new Dictionary(); + private ExpiringCache m_memoryCache; private int m_cacheTimeout = 30; @@ -1348,6 +1351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups // Immediately forward the request if the cache is disabled. if (m_cacheTimeout == 0) { + m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: cache is disabled"); return WebUtil.PostToService(m_groupsServerURI, requestArgs); } @@ -1355,6 +1359,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups if (requestArgs["RequestMethod"] == "RemoveGeneric" || requestArgs["RequestMethod"] == "AddGeneric") { + m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: clearing generics cache"); + // Any and all updates cause the cache to clear m_memoryCache.Clear(); @@ -1366,18 +1372,67 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups // Create the cache key for the request and see if we have it cached string CacheKey = WebUtil.BuildQueryString(requestArgs); - OSDMap response = null; - if (!m_memoryCache.TryGetValue(CacheKey, out response)) - { - // if it wasn't in the cache, pass the request to the Simian Grid Services - response = WebUtil.PostToService(m_groupsServerURI, requestArgs); - // and cache the response - m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout)); + // This code uses a leader/follower pattern. On a cache miss, the request is added + // to a queue; the first thread to add it to the queue completes the request while + // follow on threads busy wait for the results, this situation seems to happen + // often when checking permissions + while (true) + { + OSDMap response = null; + bool firstRequest = false; + + lock (m_memoryCache) + { + if (m_memoryCache.TryGetValue(CacheKey, out response)) + return response; + + if (! m_pendingRequests.ContainsKey(CacheKey)) + { + m_pendingRequests.Add(CacheKey,true); + firstRequest = true; + } + } + + if (firstRequest) + { + // if it wasn't in the cache, pass the request to the Simian Grid Services + try + { + response = WebUtil.PostToService(m_groupsServerURI, requestArgs); + } + catch (Exception e) + { + m_log.InfoFormat("[SIMIAN GROUPS CONNECTOR] request failed {0}",CacheKey); + } + + // and cache the response + lock (m_memoryCache) + { + m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout)); + m_pendingRequests.Remove(CacheKey); + } + + return response; + } + + Thread.Sleep(50); // waiting for a web request to complete, 50msecs is reasonable } - // return cached response - return response; + // if (!m_memoryCache.TryGetValue(CacheKey, out response)) + // { + // m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: query not in the cache"); + // Util.PrintCallStack(); + + // // if it wasn't in the cache, pass the request to the Simian Grid Services + // response = WebUtil.PostToService(m_groupsServerURI, requestArgs); + + // // and cache the response + // m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout)); + // } + + // // return cached response + // return response; } #endregion diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index dc6eefcb16..53593545ef 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -96,15 +96,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (!m_avatars.ContainsKey(agentId)) return false; + // Delete existing sp attachments scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); - AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); - sp.Appearance = npcAppearance; + // Set new sp appearance. Also sends to clients. + scene.RequestModuleInterface().SetAppearance(sp, new AvatarAppearance(appearance, true)); + + // Rez needed sp attachments scene.AttachmentsModule.RezAttachments(sp); - - IAvatarFactoryModule module = scene.RequestModuleInterface(); - module.SendAppearance(sp.UUID); - + return true; }