| Commit message (Collapse) | Author | Age | Files | Lines |
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RemoveFromPhysicalScene or we'll be leaking
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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.
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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.
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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
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* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
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* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
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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.
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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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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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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
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http://opensimulator.org/mantis/view.php?id=4163
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This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
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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.
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researching this.
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* Set the Scene collision update time to 500 ms
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may reduce avatar flailing.
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'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
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don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
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* More streams close on finally
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objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
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This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
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is about half of the code base reviewed.
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htb-throttle
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to fail with
https://bugzilla.novell.com/show_bug.cgi?id=538854
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runaway thread use
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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- adding LandDataSerializer to OAR mechanics
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