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This reverts commit 52dc7b2a96a28798d55d07d79d003ce5e3d35216.
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This reverts commit 5495df74436d6c0039a1500d979a964b003abfdf.
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This reverts commit fda91d93dad1fa6f901e8db5829aa8b70477c97e.
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successfully tested, and I'm merging back those changes, which proved to
be good.
Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:""
This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8.
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history:"
This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce.
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This reverts commit 0f5b616fb0ebf9207b3cc81771622ed1290ea7d6.
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This reverts commit af792bc7f2504e9ccf1c8ae7568919785dc397c9.
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This reverts commit 1d3deda10cf85abd68a5f904d6698ae597a67cc0.
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When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle!
This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached.
This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
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from BlockingQueue.Contains(), Count() and GetQueueArray()
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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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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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Fixing LLClientView memory leak by disposing of all timers utilized
in LLClientView as they contain references to the callback method.
This required the use of the Terminate and Close infrastructure that
was already in place but was not being utilized.
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LICENSE.txt.
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never called, causing the PacketQueue for dead clients to be preserved (including it's contents).
* This patch is highly experimental and may cause clients to not be able to connect, if this is the case, it will be rolled back in approximately 5 minutes.
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
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Please adjust your editors to not use hard tabs.
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confirmed that this fixes the issue, however functional
correctness of BlockingQueue requires that these locks be
put into place anyway.
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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Just want to try this out on windows quickly.
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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notice of doom
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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* added some licensing info
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