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authorJohn Hurliman2009-10-26 16:33:04 -0700
committerJohn Hurliman2009-10-26 16:33:04 -0700
commit4847e62e9fd1cd473cc180220a379efba93f94a6 (patch)
tree509da282d16f1cfa7d2500debc5b56c48799ec98 /bin
parentAdded calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ... (diff)
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* Switched all operations on the list of clients that could be either sync 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
Diffstat (limited to 'bin')
-rw-r--r--bin/OpenSim.ini.example7
1 files changed, 7 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 9ee9829..2adc87f 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -44,6 +44,13 @@
44 ; performance on .NET/Windows 44 ; performance on .NET/Windows
45 ;async_call_method = SmartThreadPool 45 ;async_call_method = SmartThreadPool
46 46
47 ; There are several operations on large collections (such as
48 ; the current avatar list) that can be run synchronously or
49 ; in parallel. Running in parallel should increase performance
50 ; on a multi-core system, but will make debugging more
51 ; difficult if something deadlocks or times out
52 use_async_when_possible = true
53
47 ; Max threads to allocate on the FireAndForget thread pool 54 ; Max threads to allocate on the FireAndForget thread pool
48 ; when running with the SmartThreadPool option above 55 ; when running with the SmartThreadPool option above
49 MaxPoolThreads = 15 56 MaxPoolThreads = 15