| Commit message (Collapse) | Author | Age | Files | Lines |
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category to task
* Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth
* Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
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* Prints a warning for any future packet splitting failures
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* Added the new AppDomainLoading variable to the [XEngine] section in the example config
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drifting prims/avatars
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
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checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
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asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
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or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
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handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
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removed and several new parameters have been added to [ClientStack.LindenUDP]
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equation to give double weight to prims/avatars in front of you
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[InterestManagement] section. Fixed
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(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."
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This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
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for FireAndForget. This lets us limit concurrency to make OpenSim play nice
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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
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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prioritization scheme
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with a config setting, defaulting to synchronous mode
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more tweaking in the future
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* 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
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to 8003 to match the ROBUST default
altered wiki page to reflect this
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completely functional.
Also fixed the notification of the message server in standalone -- that server doesn't usually exist.
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Http-in and makes the host name for URL generation configurable.
Applied with changes:
llGetSimulatorHostname was not changed, because the change breaks
existing behavior and carries a data exposure risk. That value needs
to be configurable, the proposed fixed change is not acceptable.
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packet queue, rather than a timer
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in code and in OpenSim.ini.example
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Re-enable XMLRPC scripting calls
Moves XMLRPC scripting setup to a separate section
Thanks Fly-Man-
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OpenSim.ini.example
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via
[VectorRender]
font_name = "Comic Sans MS"
in OpenSim.ini
- adding osSetFontName OSSL function
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sweep every 10 minutes. If any texture data is older than 12 hours, it is
regenerated and the memory cache is refreshed. After each decode, the thread
delays for 5 seconds.
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setting the path for it. This commit introduces NEW DEFAULT BEHAVIOR. To
retain the old behavior (eternal cache) you will need to change your OpenSim.ini
and set the timeout to 0.
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user's viewer network throttle settings
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Add ability to silence IRC relay of region joins and quits from certain users
This is useful for admins who wish to remain hidden, or service bots.
Thanks RemedyTomm
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OpenSim.ini.example under the [MRM] section.
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and pass are specified the same way as for the ROBUST server
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addon-modules/*/config/*.ini is now included in the configuration
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this commit finally adds the VivoxVoiceModule: it supports positional
as well as conference call type voice (currently only per region
server), region and parcel voice, speaker indication (LL client
family), direct avtar-to-avatar voice chat. NOTE: you need to obtain
an customer admin account from Vivox to be able to use this module ---
DON'T ask me about how to about an admin account, i've NO clue, we
just wrote this code.
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Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).
This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).
Please note this introduces other side effects which have not been fixed.
In particular:
* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.
Please consider this as work in progress.
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