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* Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman2009-10-2212-100/+116
| | | | 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
* Merge branch 'vehicles'Melanie2009-10-2212-739/+1454
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| * Merge branch 'master' into vehiclesMelanie2009-10-2245-2052/+2271
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| * \ Merge branch 'master' into vehiclesMelanie2009-10-1912-38/+145
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| * \ \ Merge branch 'master' into vehiclesMelanie2009-10-155-17/+22
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| * \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-1538-1648/+1650
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| * \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-126-79/+842
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| * \ \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-1210-28/+637
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| * \ \ \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-0837-4512/+3057
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| * | | | | | | | Correct a build break caused by an optimization in trunkMelanie2009-10-071-1/+1
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| * | | | | | | | Merge branch 'master' into vehiclesMelanie2009-10-069-28/+70
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| * | | | | | | | | Make sure that keys exist in arrays before trying to access them.Michael Cortez2009-10-051-3/+9
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| * | | | | | | | | Ensure the specified imSessionID exists in the DroppedSession collection ↵Michael Cortez2009-10-051-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | before attempting to access it.
| * | | | | | | | | Merge branch 'master' into vehiclesMelanie2009-10-054-69/+124
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| * | | | | | | | | | Fix build breakMelanie2009-10-051-1/+1
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| * | | | | | | | | | Merge branch 'master' into vehiclesMelanie2009-10-0520-358/+323
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| * \ \ \ \ \ \ \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-0217-1234/+785
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| * \ \ \ \ \ \ \ \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-0221-382/+477
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| * | | | | | | | | | | | | Revert "* Adding Scale to EntityBase * Fixing the incorrect initialization ↵Melanie2009-10-026-46/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity" This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
| * | | | | | | | | | | | | Fix a merge conflictMelanie2009-10-011-1/+1
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| * | | | | | | | | | | | | Merge branch 'master' into vehiclesMelanie2009-10-01180-4620/+1662
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-3034-345/+2161
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| * | | | | | | | | | | | | | | And another merge issueKitto Flora2009-09-301-0/+1
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| * | | | | | | | | | | | | | | And anotherKitto Flora2009-09-301-1/+1
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| * | | | | | | | | | | | | | | Another small change to avoid later merge conflictKitto Flora2009-09-301-2/+3
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| * | | | | | | | | | | | | | | Small chaneg to adapt to trunkKitto Flora2009-09-301-2/+3
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| * | | | | | | | | | | | | | | Commit initial version of KittoFlora's vehicle changesopensim2009-09-3012-757/+1471
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* | | | | | | | | | | | | | | | Fixing the patch to the patchSnowcrash2009-10-221-3/+6
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* | | | | | | | | | | | | | | | Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParamsSnowcrash2009-10-221-3/+4
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* | | | | | | | | | | | | | | | Add copyright header. Formatting cleanup.Jeff Ames2009-10-221-1/+1
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* | | | | | | | | | | | | | | | A synchronous call to the messaging server was blocking the process of ↵John Hurliman2009-10-221-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | promoting an agent to a root agent (logins and teleports). Changed to an async method
* | | | | | | | | | | | | | | | * Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman2009-10-221-1/+6
| |_|_|_|_|_|_|_|_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (like the original implementation) * Only initialize Util's SmartThreadPool if it is actually being used * No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
* | | | | | | | | | | | | | | Merge branch 'melanie_test' into prioritizationMelanie2009-10-222-56/+51
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes SmartThreadPool configurable and also makes it the default, since the regular thread pool simply stinks.
| * | | | | | | | | | | | | | | Make the LSL scripting delays take full effect. To tune, tweat theMelanie2009-10-221-56/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ScriptDelayFactor in config
| * | | | | | | | | | | | | | | Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie2009-10-221-1/+1
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| * | | | | | | | | | | | | | | Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie2009-10-221-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | for FireAndForget. This lets us limit concurrency to make OpenSim play nice
* | | | | | | | | | | | | | | | * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman2009-10-214-11/+14
|/ / / / / / / / / / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
* | | | | | | | | | | | | | | * Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman2009-10-214-61/+108
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | empty instead of firing once per empty queue * Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
* | | | | | | | | | | | | | | * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and ↵John Hurliman2009-10-214-18/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | upped it to 30ms * Removed the unused PacketSent() function * Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
* | | | | | | | | | | | | | | Merged master into prioritizationJohn Hurliman2009-10-213-18/+28
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| * | | | | | | | | | | | | | | Fix llParticleSystem to accept LSL variables and LSL constants in placeMelanie2009-10-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of the named constants for the rule selector. Information provided by Snowcrash
| * | | | | | | | | | | | | | | Patch by mcortez: Remove lock from scene presence updating in groups moduleMelanie2009-10-211-9/+7
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| * | | | | | | | | | | | | | | Change "config save" to "config save <filename>", which is mandatory.Melanie2009-10-201-2/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | File name is enforced to NOT be OpenSim.ini
| * | | | | | | | | | | | | | | Fix for index error in llList2StringSnowcrash2009-10-201-6/+6
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* | | | | | | | | | | | | | | * FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman2009-10-213-38/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work * Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
* | | | | | | | | | | | | | | * Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman2009-10-213-41/+63
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
* | | | | | | | | | | | | | | Testing out a hack to identify the source of the high cpu usageJohn Hurliman2009-10-211-0/+3
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* | | | | | | | | | | | | | | Removing the Sleep(0) call from the OutgoingPacketHandlerJohn Hurliman2009-10-211-6/+3
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* | | | | | | | | | | | | | | * Handle UseCircuitCode packets asynchronously. Adding an agent to a scene ↵John Hurliman2009-10-213-13/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | can take several seconds, and was blocking up packet handling in the meantime * Clamp retransmission timeout values between three and 10 seconds * Log outgoing time for a packet right after it is sent instead of well before * Loop through the entire UnackedPacketCollection when looking for expired packets
* | | | | | | | | | | | | | | * Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman2009-10-214-208/+126
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless * Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked * Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount