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* A synchronous call to the messaging server was blocking the process of ↵John Hurliman2009-10-221-1/+7
| | | | promoting an agent to a root agent (logins and teleports). Changed to an async method
* * Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman2009-10-224-12/+27
| | | | | | | (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."
* Remove the "mel_t" from version stringMelanie2009-10-221-1/+1
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* Merge branch 'melanie_test' into prioritizationMelanie2009-10-226-83/+102
|\ | | | | | | | | This makes SmartThreadPool configurable and also makes it the default, since the regular thread pool simply stinks.
| * Make the LSL scripting delays take full effect. To tune, tweat theMelanie2009-10-221-56/+49
| | | | | | | | ScriptDelayFactor in config
| * Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie2009-10-223-3/+3
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| * Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie2009-10-224-34/+50
| | | | | | | | for FireAndForget. This lets us limit concurrency to make OpenSim play nice
| * Mark new versionMelanie2009-10-221-1/+1
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* | * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman2009-10-219-36/+79
|/ | | | | | 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
* * Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman2009-10-215-61/+120
| | | | | | | empty instead of firing once per empty queue * Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
* * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and ↵John Hurliman2009-10-214-18/+8
| | | | | | | upped it to 30ms * Removed the unused PacketSent() function * Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
* Merged master into prioritizationJohn Hurliman2009-10-218-55/+267
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| * Fix llParticleSystem to accept LSL variables and LSL constants in placeMelanie2009-10-211-1/+1
| | | | | | | | | | of the named constants for the rule selector. Information provided by Snowcrash
| * Patch by mcortez: Remove lock from scene presence updating in groups moduleMelanie2009-10-211-9/+7
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| * Fix web map retrieval for regions configured via .iniMelanie2009-10-211-2/+3
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| * Really make module port selection work. Implement port setting inMelanie2009-10-214-7/+46
| | | | | | | | LLProxyLoginModule.
| * Cleanup and comment the region module loader. Add support for configuringMelanie2009-10-201-26/+173
| | | | | | | | | | | | a server port to use for modules in a generic way and also add support for disabling modules that don't support proper disabling. Add support for selective loading by class name (advanced users only)
| * Add MainServer.GetHttpServer(port) method for using multiple listenerMelanie2009-10-201-0/+17
| | | | | | | | ports in region modules
| * Change "config save" to "config save <filename>", which is mandatory.Melanie2009-10-201-2/+14
| | | | | | | | File name is enforced to NOT be OpenSim.ini
| * Fix for index error in llList2StringSnowcrash2009-10-201-6/+6
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* | * FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman2009-10-213-38/+16
| | | | | | | | | | | | if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work * Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
* | * Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman2009-10-213-41/+63
| | | | | | | | | | | | per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
* | Testing out a hack to identify the source of the high cpu usageJohn Hurliman2009-10-211-0/+3
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* | Removing the Sleep(0) call from the OutgoingPacketHandlerJohn Hurliman2009-10-211-6/+3
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* | * Handle UseCircuitCode packets asynchronously. Adding an agent to a scene ↵John Hurliman2009-10-213-13/+49
| | | | | | | | | | | | | | | | can take several seconds, and was blocking up packet handling in the meantime * Clamp retransmission timeout values between three and 10 seconds * Log outgoing time for a packet right after it is sent instead of well before * Loop through the entire UnackedPacketCollection when looking for expired packets
* | * Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman2009-10-214-208/+126
| | | | | | | | | | | | | | tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless * Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked * Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
* | Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the ↵John Hurliman2009-10-211-7/+7
| | | | | | | | same category
* | Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman2009-10-214-50/+121
| | | | | | | | handling with an interruptible wait handle
* | * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman2009-10-205-10/+235
| | | | | | | | | | | | the case where no scripting engine is enabled * Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
* | * Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman2009-10-202-94/+34
| | | | | | | | | | | | being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
* | * Removed the throttle speed optimizations to see if it brings stability backJohn Hurliman2009-10-202-72/+69
| | | | | | | | * Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
* | Added try/catches in the outgoing packet handler to match the one in the ↵John Hurliman2009-10-201-45/+59
| | | | | | | | incoming packet handler
* | Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman2009-10-201-6/+8
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* | Reverting the deletion of files related to texture sending until we figure ↵John Hurliman2009-10-206-0/+926
| | | | | | | | out exactly what is and isn't needed
* | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-204-12/+2
| | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
* | * Removing cruft left over from the conversion to the new texture sending ↵John Hurliman2009-10-2012-1275/+45
| | | | | | | | | | | | and UDP code * Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
* | * Optimized sending of terrain dataJohn Hurliman2009-10-192-155/+180
| | | | | | | | | | * Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management) * Added a debug line when resent packets are being sent
* | * Removed OpenSim.Data.NHibernateJohn Hurliman2009-10-19103-7726/+13
| | | | | | | | * Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
* | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-191-0/+4
|\ \ | | | | | | | | | into prioritization
| * | Forgot {} on last commit.Diva Canto2009-10-191-0/+2
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| * | More instrumentation in physics.Diva Canto2009-10-191-0/+2
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* | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-1916-68/+86
|\ \ \ | | |/ | |/| | | | prioritization
| * | Minor formatting cleanup.Jeff Ames2009-10-191-12/+12
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| * | Formatting cleanup.Jeff Ames2009-10-1913-36/+36
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| * | Add support for display of the script compilation errors in the script editor'sMelanie2009-10-172-20/+38
| | | | | | | | | | | | | | | | | | debug pane. This will still use DEBUG_CHANNEL currently, since it is not fully implemented. This also removes the "Compiled successfully" message that pops up in the viewer.
* | | * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-1912-128/+127
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
* | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-182-1/+14
|\ \ | | | | | | | | | into prioritization
| * | A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-182-1/+14
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* | | * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-188-802/+494
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
* | | * Process the avatar terse update priority queue as soon as an update for ↵John Hurliman2009-10-181-40/+39
| | | | | | | | | | | | | | | | | | | | | our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block