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* * Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman2009-10-163-95/+35
| | | | | | increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge * Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-0/+11
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| * * fix previous commitTeravus Ovares (Dan Olivares)2009-10-161-1/+1
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| * * Ensure that at least 20 frames run before letting avatar in.Teravus Ovares (Dan Olivares)2009-10-161-0/+11
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* | * Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman2009-10-162-7/+16
| | | | | | | | | | | | statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-162-1/+22
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| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-162-1/+22
| | | | | | | | it will definitely get us closer to the root cause.
* | * Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman2009-10-164-37/+51
| | | | | | | | | | | | cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
* | Updating OpenSim.ini.example with the section required to enable a useful ↵John Hurliman2009-10-161-0/+2
| | | | | | | | prioritization scheme
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-163-12/+64
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| * Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensimMelanie2009-10-162-2/+33
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| | * * Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)2009-10-161-0/+1
| | | | | | | | | | | | RemoveFromPhysicalScene or we'll be leaking
| | * * Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+4
| | | | | | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
| | * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-162-2/+31
| | | | | | | | | | | | | | | | | | 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.
| * | Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie2009-10-161-5/+22
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| * * Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2009-10-152-5/+9
| | | | | | | | | | | | | | 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.
* | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-1520-402/+573
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* | Replaced the update lists with a priority queue implementation in LLClientViewjjgreens2009-10-152-45/+554
| | | | | | | | | | | | | | Replaced the update lists with a priority queue implementation in LLClientView. The priority queues are based on the MinHeap implementation also included in this commit within the OpneSim.Framework namespace. Initially setup to exactly mimic the behavior beofre the change which was a first come first serve queue.
* | * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-159-68/+255
|/ | | | | | | | 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)
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-141-6/+6
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| * Moved some code up to AddRegion, so that other modules that depend on it ↵Diva Canto2009-10-141-6/+6
| | | | | | | | don't crash. This code needs to be removed as soon as user services is refactored.
* | * Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman2009-10-144-11/+12
|/ | | | | | | 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
* Merge branch 'htb-throttle' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-144-4/+15
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| * Merge branch 'master' into htb-throttleMelanie2009-10-144-4/+15
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| | * Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-10-142-0/+11
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| | | * Setting changeY in border crossing.Diva Canto2009-10-141-0/+1
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| | | * Enable LSL dialogs to display group names properlyMelanie2009-10-141-0/+10
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| | * | * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-10-142-4/+4
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* | | Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman2009-10-142-6/+29
|/ / | | | | | | with a config setting, defaulting to synchronous mode
* | * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman2009-10-144-102/+161
| | | | | | | | more tweaking in the future
* | * Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman2009-10-143-71/+85
| | | | | | | | | | | | the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
* | * Added the "show connections" command to print out all of the currently ↵John Hurliman2009-10-141-1/+23
| | | | | | | | tracked IClientAPIs
* | * Read scene_throttle_bps from the config file and use itJohn Hurliman2009-10-142-10/+5
| | | | | | | | * Minor formatting cleanup
* | Merge branch 'htb-throttle' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-1417-129/+603
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| * \ Merge branch 'master' into htb-throttleMelanie2009-10-1417-129/+603
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| | * Set the estate owner to be the master avatar if it's not set.Melanie2009-10-141-0/+6
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| | * * Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)2009-10-132-25/+99
| | | | | | | | | | | | * There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
| | * Better handling of missing assets.Diva Canto2009-10-131-9/+16
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| | * Better handling of missing assets.Diva Canto2009-10-121-9/+23
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| | * Stop the recurring texture requests for textures that truly don't exist.Diva Canto2009-10-121-2/+2
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| | * Added this one file for the previous commit to work.Diva Canto2009-10-121-0/+37
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| | * * Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto2009-10-1211-62/+162
| | | | | | | | | | | | | | | * Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
| | * 0004246: [Patch] FlotsamAssetCache deep scan & cacheMelanie2009-10-121-37/+270
| | | | | | | | | | | | Thank you, mcortez.
| | * Stop null values from being returned on database queriesMelanie2009-10-121-1/+4
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* | | * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-148-73/+152
|/ / | | | | | | | | | | * OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
* | * Split Task category into Task and StateJohn Hurliman2009-10-133-34/+59
| | | | | | | | * Crude prioritization hack
* | Optimized heartbeat by calling Update() only on updated objects.Dan Lake2009-10-133-73/+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.
* | * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman2009-10-137-94/+242
| | | | | | | | | | | | | | | | | | property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
* | * Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman2009-10-1310-77/+38
| | | | | | | | | | | | | | | | Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
* | * Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman2009-10-135-59/+54
| | | | | | | | | | | | * Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown