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2009-10-27Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman1-1/+1
mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
2009-10-27Making the defaults for interest management variables match whether you have ↵John Hurliman1-3/+3
the [InterestManagement] section in your config or not
2009-10-27Forgot a line in the previous commitJohn Hurliman1-0/+2
2009-10-27Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman1-6/+9
asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
2009-10-27* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman1-3/+2
to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman4-49/+45
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2-58/+55
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2-11/+21
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
2009-10-26* Switched all operations on the list of clients that could be either sync ↵John Hurliman2-22/+28
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
2009-10-26Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman1-0/+5
ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-0/+2
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
2009-10-26Add llRotLookat pt1.KittoFlora2-0/+51
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2-1/+3
the upcoming 0.8.0
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2-1/+3
the upcoming 0.8.0
2009-10-25Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman3-57/+56
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
2009-10-23* Changed various modules to not initialize timers unless the module is ↵John Hurliman1-0/+3
initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary * Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
2009-10-23* Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman1-4/+9
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
2009-10-23Implemented a "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman3-3/+78
equation to give double weight to prims/avatars in front of you
2009-10-23Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman6-186/+198
avoiding locking and copying the list each time it is accessed
2009-10-22* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman1-8/+7
which is right * Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22Forgot to hit save in the last commitJohn Hurliman1-1/+1
2009-10-22* Sending (position - hipoffset) instead of positionJohn Hurliman1-5/+2
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman1-10/+10
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
2009-10-20* Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman1-10/+16
the case where no scripting engine is enabled * Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
2009-10-20* Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman1-93/+33
being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-19* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman5-58/+50
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
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman3-36/+27
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
2009-10-19Formatting cleanup.Jeff Ames1-2/+2
2009-10-17Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman3-3/+124
re-prioritizing updates
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)1-3/+5
relogging.
2009-10-16* fix previous commitTeravus Ovares (Dan Olivares)1-1/+1
2009-10-16* Ensure that at least 20 frames run before letting avatar in.Teravus Ovares (Dan Olivares)1-0/+11
2009-10-16Updating OpenSim.ini.example with the section required to enable a useful ↵John Hurliman1-0/+2
prioritization scheme
2009-10-16* Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)1-0/+1
RemoveFromPhysicalScene or we'll be leaking
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)1-0/+9
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-15Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman8-53/+159
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
2009-10-15* Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman4-56/+15
so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15* Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)1-3/+4
avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
2009-10-14* Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman3-6/+7
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
2009-10-14Setting changeY in border crossing.Diva Canto1-0/+1
2009-10-13Optimized heartbeat by calling Update() only on updated objects.Dan Lake3-73/+52
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.
2009-10-13* Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)1-21/+93
* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
2009-10-13* Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman1-0/+4
Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
2009-10-13* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2-4/+4
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)
2009-10-13* Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman4-20/+28
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
2009-10-12* Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto3-54/+79
* Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
2009-10-11Fixed tree crossing. This will alleviateDiva Canto1-56/+54
http://opensimulator.org/mantis/view.php?id=4163
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)1-2/+4
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)1-1/+1
* Set the Scene collision update time to 500 ms
2009-10-10Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia1-1/+1
researching this.