| Commit message (Collapse) | Author | Age | Files | Lines |
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always leave a worker thread available for other tasks
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to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
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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
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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
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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
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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
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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
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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
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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
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so initialize it to sane defaults
* Simplified the InitThreadPool() function
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(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."
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This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
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for FireAndForget. This lets us limit concurrency to make OpenSim play nice
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Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
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empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
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LLProxyLoginModule.
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ports in region modules
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based on something that could change
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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prioritization
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This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
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packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
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* Handle the AgentFOV packet
* Bypass queuing and throttles for ping checks to make ping times more closely match network latency
* Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
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re-prioritizing updates
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Thank you, Fly-Man
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work around a Mono bug with nested delegates
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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Replaced the update lists with a priority queue implementation in LLClientView.
The priority queues are based on the MinHeap implementation also included in
this commit within the OpneSim.Framework namespace. Initially setup to exactly
mimic the behavior beofre the change which was a first come first serve queue.
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more tweaking in the future
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the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
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* Crude prioritization hack
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property and .Clear() method
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
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Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
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* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
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performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
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