| Commit message (Collapse) | Author | Age | Files | Lines |
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connections known to be lost or delay event check if they are sending a response
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this will need revision after server changes
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scenepresence)
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in order. ( next commits will be about necessary keepAlive changes needed)
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if we know there is no one there, so that the server finishes handling
it.
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those again, getting code closer to os
again
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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another working thread
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control flag to false
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event queues aren't blocked by other traffic.
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at any time and to drop requests for avatars n longer in the scene
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
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event exceptions to see call path leading up to it.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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and locking.
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the manager to tell what type of event it is. All events except for lsl http in
go to the "slow queue" which is run once per second as before.
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timeout to 1s. So data there is less delay when there is new data, but enought waiting time for it to be avaiable
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to unified requests queue directly. Retries get into that every 100ms. 3 working threads as before plus another that only does retries timming.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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when needed rather than once per second. That is just too slow!
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thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
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httpserver.<port>.ProcessedPollResponses statistics
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long poll and other 'poll' types
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This shows the number pf poll responses queued for processing.
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Involved some restructuring to allow regression tests to dequeue inventory requests and perform poll responses synchronously rather than async
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1sec). Group chat is going over the EQ... Hopefully this won't increase CPU when there's nothing going on, but we need to watch for that.
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need to dequeue and enqueue items every 1sec.
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