| Commit message (Collapse) | Author | Age | Files | Lines |
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thread from pool and not a new one. Threading does need a deep cleanup one of this days. This stops mantis 8183 warnings, but as side effect only
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Nothing we can do about that, blame Docker.
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Also fixes some merge artefacts in HGAssetBroker where cached assets
were requested but not actually used and completely squelch a materials
debug message because there is nothing the user can do to fix it anyway.
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asset server
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is long gone.
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cache.
When the cache is shared between multiple sims, it is often more
efficient to have a single expire job run from cron. Updating
file access times is vital to the functioning of such setups.
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expires is no longer needed
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example settings to use memory cache with short expire time. ( 20% to 40% mem cache hit rates observed
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floatsam fcache assets comand
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impact on simulation and to give GC more changes of preventing it from eating up all avaialble physcical memory on loaded machines.
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two nodes run cleanup at the same time.
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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doesn't need to match the release version number, but I think it's a very good idea that they do.
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times on each cached asset once, not for every reference.
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access violation if another thread is operating on the file at the same time.
Resolves one issue from http://opensimulator.org/mantis/view.php?id=7271
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UpdateFileLastAccessTime() method for imminent reuse.
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updating access time.
The majority of updates won't be for anything currently writing and any sharing exception from an actual clash can be caught and ignored anyway.
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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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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
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a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout()
The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc.
Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
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shutdown.
Adds regression test for this case.
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list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
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- Changed a few places that launch long-lasting threads to skip the timeout altogether
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"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
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using() construct to ensure filestream is always closed
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Passed in asset is always not null
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
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rate that is currently only displayed if LogLevel >=1 in [AssetCache] config
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actively writing, simply return null instead of first logging an exception.
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when deleting expired files or stamping the region status file.
Changes various error level log lines to warn since these are not fatal to the operation of OpenSimulator
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by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures.
This is added to help people in determining when they have missing assets such as textures, etc.
In this case, one wants to run "fcache clear" first.
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overriding OpenSimTestCase.SetUp()
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automatically turns off any logging enabled between tests
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service)
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Also the Flotsam cache module was being given a different Addin name, I removed that.
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before looking for files to expire.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed.
The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced.
This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.
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