| Commit message (Collapse) | Author | Age | Files | Lines |
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chaotic while ppl are using different versions of opensim. Warning only, but no enforcement.
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initialized in the tests!
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Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4."
This reverts commit 682537738008746f0aca22954902f3a4dfbdc95f.
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all FireAndForgets throughout CompleteMovement. There were 4.
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we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural.
BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic!
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TriggerOnMakeRootAgent to the end of CompleteMovement.
Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture.
Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement.
Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement.
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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.
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in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing.
If this is now impossible please revert - just adding this now whilst I remember.
Also makes method comment into proper method doc.
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others, in preparation for experiments to direct baked texture uploads to a robust instance. No functional or configuration changes -- should work exactly as before.
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lifetime in order to avoid a later RemotingException if scripts are being loaded into their own domains.
This is necessary because XEngineScriptBase now retains a reference to an EventWaitHandle when co-op termination is active.
Aims to address http://opensimulator.org/mantis/view.php?id=6634
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collision events. Improve logic for knowing when to add processing
routine to physics actor.
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RenderMaterials
This was probably the mistake.
The other handlers are named RenderMaterials as well but this actully has no affect apart from on stats, due to a (counterintuitive) disconnect between the registration name and the name of the request handler.
Will be tested very soon and reverted if this still does not work.
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uncommented.
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Test404Response().
This wasn't actually necessary in the end but was accidentally left in.
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returned 499 and the exception message in the http_response event rather than the actual response code and body.
This was a regression since commit 831e4c3 (Thu Apr 4 00:36:15 2013)
This commit also adds a regression test for this case, though this currently only works with Mono
This aims to address http://opensimulator.org/mantis/view.php?id=6704
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013710168b3878fc0a93a92a1c026efb49da9935) as they seem to disable the use of multiple access methods for a single Capability in MaterialsDemoModule
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are also non-blocking handlers.
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checks may block, so they get a FireAndForget. Everything else is non-blocking.
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This _shouldn't_ screw things up, given that all this does is to dump the request in a queue.
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command, not without the dash.
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requesting.
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reception thread to sleep for 30ms if the number of available user worker
threads got low. It doesn't look like any of the UDP packet types are
marked async so this check is 1) unnecessary and 2) really crazy since
it stops up the reception thread under heavy load without any indication.
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Revert until we understand why all the calls to GetUserProfileServerURI were also
commented out.
This reverts commit 5f58b9b5526c401e039d27b8c92603ff02421fb8.
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is removed from the scene before we try to retrieve them.
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main inbound UDP processing loop, to avoid any chance that this is delaying the main udp in loop.
The potential impact of this should be lower now that these requests are being placed on a queue.
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Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
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selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
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not set
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