| Commit message (Collapse) | Author | Files | Lines |
|
PhysicsScene and PhysicsActor.
|
|
|
|
|
|
|
|
the equation. (head rotation was the problematic one)
|
|
lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
|
|
is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
|
|
|
|
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
|
|
observations about AgentUpdates.
|
|
|
|
|
|
significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.
|
|
to "show client stats" (i.e. sent on for further processing instead of being discarded)
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
|
|
AgentUpdate in packets to be discarded at a very early stage.
Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected.
Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much).
Need to see the results with much higher av numbers.
|
|
threads are started/stopped
|
|
stop out" from actually doing anything
|
|
always performing these on a separate fired thread.
This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic.
However, needs testing at scale.
|
|
move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
|
|
requests timeout in 60 secs.
There's plenty of room for improvement in handling the EQs. Some other time...
|
|
a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
|
|
successfully tested, and I'm merging back those changes, which proved to
be good.
Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:""
This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8.
|
|
|
|
history:"
This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce.
|
|
to avoid kicking the wrong user or multiple wrong users.
|
|
When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle!
This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached.
This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
|
|
before the first simulator step.
|
|
services throttle thread. Didn't change anything in how that processor is implemented, for better or for worse.
|
|
the interface, so that duplicate requests aren't enqueued more than once.
|
|
up the cache, because the resource may be here in the meantime
|
|
|
|
attachments module implementations. All calls to Scene.AttachmentsModule are checking for null. Ideally, if we support disabling attachments then we need a null attachments module to register with the scene.
|
|
|
|
|
|
reflect its more generic nature.
|
|
other one generic, taking any continuation.
|
|
altogether. Instead, this uses a timer. No sure if it's better or worse, but worth the try.
|
|
|
|
|
|
random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc
|
|
a random crash in a load test yesterday
|
|
Curiously, the number of requests received is always one greater than that shown as handled - needs investigation
|
|
handlers.
This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding.
Other refactoring was required to get logic into the right places to support this.
|
|
This reverts commit b060ce96d93a33298b59392210af4d336e0d171b.
|
|
|
|
|
|
Revert "Trying to hunt the CPU spikes recently experienced."
This reverts commit ac73e702935dd4607c13aaec3095940fba7932ca.
|
|
|
|
Revert "Comment out old inbound UDP throttling hack. This would cause the UDP"
This reverts commit 38e6da5522a53c7f65eac64ae7b0af929afb1ae6.
|
|
|