| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
well as returning the exception to the caller
|
|
|
|
| |
ports designated
|
| |
|
|
|
|
|
|
| |
purposes. Resolves the wrap-around of the 32 bit uint.
* Teravus moved the Environment methods to the Util class
|
|
|
|
|
|
|
| |
a git tree
See http://opensimulator.org/mantis/view.php?id=4030
Thanks ChrisDown (and Bruce for reporting)
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
|
| | |
|
|/
|
|
| |
This is a place holder name and not necessarily the version number that will be used
|
|
|
|
| |
help information
|
| |
|
|\ |
|
| | |
|
| | |
|
|/
|
|
| |
sculpty
|
|
|
|
| |
PrimitiveBaseShape.ToOmvPrimitive method
|
| |
|
| |
|
|
|
|
| |
delete asset cache tests shell
|
|
|
|
| |
remove duplicate mock inventory service
|
| |
|
| |
|
|
|
|
|
|
| |
AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
|
|
|
|
|
| |
for .NET serialization and removing it breaks the OpenSim asset server
protocol.
|
|
|
|
| |
unknown asset type, and log an error if it ever does happen
|
|
|
|
|
| |
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
|
|
|
|
|
|
|
| |
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
|
| |
|
|
|
|
| |
was when I wrote the test.
|
|
|
|
| |
It should probably work.. but I'm awaiting clarification.
|
|
|
|
| |
mantis resolutions.
|
| |
|
|
|
|
| |
OpenSim.Framework.Tests assembly. Fixing the test.
|
|
|
|
|
|
|
| |
default region, any region" before giving up
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
|
|
|
|
| |
always leave a worker thread available for other tasks
|
|
|
|
|
|
| |
to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
|
|
|
|
| |
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
|
|
|
|
|
|
|
|
| |
or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
|
|
|
|
|
|
| |
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later
* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
|
|
|
|
|
|
|
|
|
|
| |
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff
* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()
* Improved the instantiation of PrimitiveBaseShape
|
|
|
|
| |
delegate (which STP appears to hold on to). This removes the slow leak I was seeing when using async_call_method=SmartThreadPool and stabilizes allocated memory for an idle OpenSim instance
|
|
|
|
|
|
|
| |
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
|
|
|
|
| |
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
| |
|
|
|
|
|
|
| |
so initialize it to sane defaults
* Simplified the InitThreadPool() function
|
| |
|
|
|
|
|
|
|
| |
(like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
|
| |
|
|\
| |
| |
| |
| | |
This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
|
| | |
|