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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
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| * 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
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| * | 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
* | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵John Hurliman2009-10-181-0/+3
| | | | | | | | | | | | decoded to allow garbage collection on it
* | | * Big performance increase in loading prims from the region database with MySQLJohn Hurliman2009-10-184-158/+190
| | | | | | | | | | | | | | | | | | * Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
* | | * Committing Nini.dll with the patch from #3773 appliedJohn Hurliman2009-10-172-1/+1
| | | | | | | | | | | | * Fixing a log message typo
* | | Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-1711-20/+267
|/ / | | | | | | re-prioritizing updates
* | Wrapped the contents of the IncomingPacketHandler loop in a try/catch statementJohn Hurliman2009-10-171-2/+9
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* | Added a description for RegionTypeJohn Hurliman2009-10-171-1/+1
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* | Merge branch 'master' into prioritizationMelanie2009-10-171-1/+1
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| * Change the example to match the factsMelanie2009-10-171-1/+1
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* | Merge branch 'master' into prioritizationMelanie2009-10-173-0/+14
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| * Adds SendAvatarInterestsUpdate to IClientAPIMelanie2009-10-173-0/+14
| | | | | | | | Thank you, Fly-Man
* | Merge branch 'master' into prioritizationMelanie2009-10-171-16/+16
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| * Re-rename ProductName back to it's original RegionTypeMelanie2009-10-171-16/+16
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* | Merge branch 'master' into prioritizationMelanie2009-10-172-1/+29
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| * Add ProductName to RegionInfo (for search)Melanie2009-10-172-1/+29
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-3/+5
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| * * One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2009-10-162-4/+6
| | | | | | | | relogging.
| * * After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| | | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
* | Changing avatar movement updates to the Task throttle category until we get ↵John Hurliman2009-10-161-5/+6
| | | | | | | | finer grained prioritization of avatars vs. prims
* | More debugging of RegionCombinerModule.RegionLoaded() by making ↵John Hurliman2009-10-161-2/+6
| | | | | | | | RegionLoaded() a two line function
* | Changing the region module loading foreach loops to typecast things to the ↵John Hurliman2009-10-161-3/+3
| | | | | | | | IRegionModuleBase interface where AddRegion(), RegionLoaded(), etc. actually exist. Shot in the dark at fixing the Mono issue