| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
|
| |
MySQLAssetData with Utils.DateTimeToUnixTime()
* Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode
* Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
|
|\ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
|
| |
| |
| |
| |
| |
| |
| |
| | |
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame.
There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat.
In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
|
| |
| |
| |
| |
| |
| |
| |
| | |
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
| |
| |
| |
| |
| |
| |
| |
| | |
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)
|
| |
| |
| |
| |
| |
| |
| |
| | |
disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
|
|\ \
| |/ |
|
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=4163
|
|/
|
|
| |
don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
|
| |
|
|\
| |
| |
| | |
htb-throttle
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
to fail with
https://bugzilla.novell.com/show_bug.cgi?id=538854
|
| |/
| |
| |
| | |
runaway thread use
|
| | |
|
| | |
|
|/ |
|
|
|
|
| |
- adding LandDataSerializer to OAR mechanics
|
|
|
|
|
|
| |
of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
|
|\ |
|
| | |
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
phantom after an import to megaregions.
|
| | |
|
| |
| |
| |
| | |
neighbours in the grid service modules.
|
| |
| |
| |
| | |
minimally. A few bugs to catch now.
|
|/
|
|
| |
EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
|
|\ |
|
| |
| |
| |
| | |
and can be displayed at the client when an avatar is denied access to a region
|
|/
|
|
| |
refactor GetUserInfo() to eliminate copypasta
|
| |
|
| |
|
|
|
|
| |
always grant access to an avatar entering the region if requested.
|
|
|
|
| |
1 rather than version 0
|
|
|
|
| |
against a literal number
|
|
|
|
| |
and have it appear 5 regions over bug by limiting the stored position in the asset to Constants.RegionSize. The stored position in the asset gets overwritten anyway by the rezzing routine, but at least this way, there's no chance of the objects border crossing before the rezzing routine finishes.
|
|\ |
|
| |
| |
| |
| |
| |
| |
| | |
have been in this commit slipped in. If the last heartbeat is more than
2 seconds ago, kill that thread and start a new one. Untested.
his commit adds support to let the first heartbeat complete unconditionally,
since it is almost always longer.
|
| |
| |
| |
| |
| | |
is too high up for that type of stuff. It needs to be at the
connector/handler level
|
|/ |
|
|
|
|
|
|
|
| |
* Breaks up the Client event registrations in Scene into methods of similar event types. The generic event registration registers all of the event types.
*Created symmetrical Un-Registration methods.
* Made the Registration and Unregistration methods public
* Hooks The events required for creating new prim and rezzing new prim into the proper scene.
|
| |
|
|
|
|
|
|
| |
right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
|
|
|
|
| |
and idle performance.
|