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The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
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watchdog.
This allows us to see the presence of the permanent thread via the "show threads" console comand.
Also adds the region name to the thread name.
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9//2/14 http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2014-09-02. Find the binaries, sources and README in ./share/32BitLaunch if needed.
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avatars are allowed to cross regions at all.
Defaults to true. For test purposes.
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vehicles.
Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles.
So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
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relative to the region rather than relative to its seat.
Resolves http://opensimulator.org/mantis/view.php?id=7175
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OBJECT_VELOCITY return the avatar's velocity and not always Vector3.Zero.
This completes http://opensimulator.org/mantis/view.php?id=7177
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return the avatar's rotation.
This is already the behaviour of OBJECT_POS.
Partially satisfies http://opensimulator.org/mantis/view.php?id=7177
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stand position.
Addresses http://opensimulator.org/mantis/view.php?id=7299
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correct effect of STATUS_BLOCK_GRAB
As per http://wiki.secondlife.com/wiki/LlSetStatus
Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim.
Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim.
Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
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This was previously effectively being done by XmlDocument in the multiple passes through the XML.
This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly.
XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
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was not meant to indent the input xml
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non-root part.
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Vector3 copying in Scene - this is not necessary as Vector3 is a value type
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by reading asset XML a single time with a stream reader rather than multiple times.
Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once).
Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability"
Optimization of other cases will follow if this change is successful.
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still active.
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the various property checks.
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rather than a persistent thread with sleep.
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
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as connections aren't shared and transactions are already in place where necessary.
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connection is not shared.
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this has not been necessary for some time as database connections are not shared.
However, many locks remain since they may effectively be providing transactionality in some operations (e.g. prim updates across multiple tables).
These are candidates for being replaced with proper database transactions, since this would not block unrelated operations (e.g. land save and object save)
or unrelated operations on the same tables (e.g. storage of one linkset whilst another is being removed).
In practice, any performance deg due to contention is probably rare and short lived as the major prim operations are performed in memory and only persisted some time afterwards.
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not shared.
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These locks are not necessary since the connection is taken from the underlying mysql pool and not shared.
Such locking is already not done by some other parts of OpenSim.Data.MySQL.
Pointed out by arribasim-dev
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inbound packets.
For test/debug purposes.
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debug/test purposes.
This drops all outbound packets that match a given packet name.
Can currently only be applied to all connections in a scene.
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Also only write console lines for actually connected bots.
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Only present if OQRE is enabled
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on a controlled number of threads rather than the threadpool.
Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running.
When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests.
However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues.
This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead.
Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time.
Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
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protected so that other logging code in the clientstack can record more useful information
Adds some commented out logging for use again in the future.
No functional change.
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If you want to stop existing behavious, add the None behaviour.
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previous behaviour active
Also closes behaviours on disconnect instead of interrupt, though this makes no practical difference.
If existing behaviour is None, other added behavious will not take affect until None is removed (as this is an infinite wait until interrupted).
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closed on teleport, don't unnecessarily resend all avatar and object data about that region.
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neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
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[InterestManagement] in OpenSim.ini for experimental purposes.
If n > 1 for RootTerseUpdatePeriod only every n terse update is actually sent to observers on same region, unless velocity is effectively zero (to stop av drift).
If n > 1 for ChildTerseUpdatePeriod only every n terse update is sent to observers in other regions, unless velocity is effectively zero.
Defaults are same as before (all packets are sent).
Tradeoff is reduction of UDP traffic vs fidelity of observed av mvmt.
Increasing n > 1 leads to jerky observed mvmt immediateley for root, though not on child, where experimentally have gone to n = 4 before jerkiness is noticeable.
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test purposes, and use more consise property syntax.
No functional change.
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http://opensimulator.org/mantis/view.php?id=7301
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SP.WaitForUpdateAgent() with a triggered event instead.
Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time.
A triggered event is also slightly quicker as there is no maximum 200ms wait between polls.
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This is already going to be correctly set by WaitForUpdateAgent() earlier on in that method, which is always called where a callback to the originating region is required.
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actually meant to get an ack (because it's reliable).
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an event rather than polling connection state every 100ms
This kind of polling is very expensive with many bots/polling threads and appears to be the primary cause of bot falloff from the client end at higher loads.
Where inbound packet threads can't run in time due to contention and simulator disconnect timeout occurs.
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This adds the "show stats", "stats record", etc. commands and information on available Threadpool threads, etc.
It also adds the Watchdog which logs warnings if time between executions is unexpectedly large.
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int.MaxValue
This is to avoid issues where many bots connect to a single end point with multiple regions, where each region requires a long-lived poll connection for each bot.
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It's WIP in that a dialog builder is on it's way. For now, the XML needs to
be handmade.
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