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block will trigger a Monitor.Wait() to exit, so avoid some locks that don't actually affect the state of the internal queues in the BlockingQueue class.""
This reverts commit 21a09ad3ad42b24bce4fc04c6bcd6f7d9a80af08.
After more analysis and discussion, it is apparant that the Count(), Contains() and GetQueueArray() cannot be made thread-safe anyway without external locking
And this change appears to have a positive impact on performance.
I still believe that Monitor.Exit() will not release any thread for Monitor.Wait(), as per http://msdn.microsoft.com/en-gb/library/vstudio/system.threading.monitor.exit%28v=vs.100%29.aspx
so this should in theory make no difference, though mono implementation issues could possibly be coming into play.
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will trigger a Monitor.Wait() to exit, so avoid some locks that don't actually affect the state of the internal queues in the BlockingQueue class."
This reverts commit 42e2a0d66eaa7e322bce817e9e2cc9a288de167b
Reverting because unfortunately this introduces race conditions because Contains(), Count() and GetQueueArray() may now end up returning the wrong result if another thread performs a simultaneous update on m_queue.
Code such as PollServiceRequestManager.Stop() relies on the count being correct otherwise a request may be lost.
Also, though some of the internal queue methods do not affect state, they are not thread-safe and could return the wrong result generating the same problem
lock() generates Monitor.Enter() and Monitor.Exit() under the covers. Monitor.Exit() does not cause Monitor.Wait() to exist, only Pulse() and PulseAll() will do this
Reverted with agreement.
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reflect its more generic nature.
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other one generic, taking any continuation.
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altogether. Instead, this uses a timer. No sure if it's better or worse, but worth the try.
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random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc
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a random crash in a load test yesterday
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trigger a Monitor.Wait() to exit, so avoid some locks that don't actually affect the state of the internal queues in the BlockingQueue class.
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Curiously, the number of requests received is always one greater than that shown as handled - needs investigation
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This reverts commit b060ce96d93a33298b59392210af4d336e0d171b.
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Revert "Trying to hunt the CPU spikes recently experienced."
This reverts commit ac73e702935dd4607c13aaec3095940fba7932ca.
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Revert "Comment out old inbound UDP throttling hack. This would cause the UDP"
This reverts commit 38e6da5522a53c7f65eac64ae7b0af929afb1ae6.
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17:14:28 - [APPLICATION]:
APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs
Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Collections.Generic.Queue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Peek () [0x00011] in /root/install/mono-3.1.0/mono/mcs/class/System/System.Collections.Generic/Queue.cs:158
at System.Collections.Generic.Queue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Dequeue () [0x00000] in /root/install/mono-3.1.0/mono/mcs/class/System/System.Collections.Generic/Queue.cs:140
at OpenSim.Framework.DoubleQueue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Dequeue (TimeSpan wait, OpenSim.Region.ClientStack.Linden.aPollRequest& res) [0x0004e] in /home/avacon/opensim_2013-07-14/OpenSim/Framework/Util.cs:2297
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handlers.
This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding.
Other refactoring was required to get logic into the right places to support this.
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careminster
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
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creating groups
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that traveling info survives Robust resets. It should also eliminate the cause of empty IP addresses in agent circuit data that we saw in CC grid. MySQL only.
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chaotic while ppl are using different versions of opensim. Warning only, but no enforcement.
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initialized in the tests!
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bother the sim.
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Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4."
This reverts commit 682537738008746f0aca22954902f3a4dfbdc95f.
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all FireAndForgets throughout CompleteMovement. There were 4.
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we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural.
BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic!
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in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing.
If this is now impossible please revert - just adding this now whilst I remember.
Also makes method comment into proper method doc.
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Add a GetStatsAsOSDMap method to StatsManager which allows the filtered
fetching of stats for eventual returning over the internets.
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lifetime in order to avoid a later RemotingException if scripts are being loaded into their own domains.
This is necessary because XEngineScriptBase now retains a reference to an EventWaitHandle when co-op termination is active.
Aims to address http://opensimulator.org/mantis/view.php?id=6634
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