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2009-11-20remove early return from PrimitiveBaseShape.ToOmvPrimitive() when prim is a ↵dahlia1-2/+0
sculpty
2009-11-18minor: correct error messages when queryfolder failsJustin Clark-Casey (justincc)1-3/+1
2009-11-18minor: remove duplicate copyright notice in PollServiceWorkerThreadJustin Clark-Casey (justincc)1-28/+1
2009-11-17Correct formatting of Primitive.Textures in ↵dahlia1-1/+1
PrimitiveBaseShape.ToOmvPrimitive method
2009-11-13make logging less verbose when loading iarsJustin Clark-Casey (justincc)1-1/+1
2009-11-13Some corrections to PrimitiveBaseShape.ToOmvPrimitive()dahlia1-6/+26
2009-11-12move fake user service to a separate mock user service classJustin Clark-Casey (justincc)1-159/+0
delete asset cache tests shell
2009-11-12Rename test services to mock services, since this is a more accurate descriptionJustin Clark-Casey (justincc)1-147/+4
remove duplicate mock inventory service
2009-11-11minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2-6/+6
2009-11-11add a ToOmvPrimitive() method to PrimitiveBaseShapedahlia1-0/+81
2009-11-09* Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman1-3/+1
AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-06Reintroduce AssetBase's old behavior. A Parameterless constructor is requiredMelanie1-0/+10
for .NET serialization and removing it breaks the OpenSim asset server protocol.
2009-11-05Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman5-25/+50
unknown asset type, and log an error if it ever does happen
2009-11-05Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie1-0/+2
Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
2009-11-04Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie3-4/+4
InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory.
2009-11-03minor: remove a few mono compiler warningsJustin Clark-Casey (justincc)2-4/+4
2009-10-30* Remove the locklessqueue tests since I guess I didn't understand what it ↵Teravus Ovares (Dan Olivares)1-147/+0
was when I wrote the test.
2009-10-30* Add LocklessQueueTests. One Test is commented out because it fails. ↵Teravus Ovares (Dan Olivares)2-31/+148
It should probably work.. but I'm awaiting clarification.
2009-10-30* Adding Tests for OpenSim.Framework.Cache. Some test cases disabled until ↵Teravus Ovares (Dan Olivares)1-0/+75
mantis resolutions.
2009-10-30* Another ACL TestTeravus Ovares (Dan Olivares)1-1/+58
2009-10-30* Moving A test from the OpenSim.Framework.ACL object to the ↵Teravus Ovares (Dan Olivares)1-0/+41
OpenSim.Framework.Tests assembly. Fixing the test.
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman1-15/+11
default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-27Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman1-0/+21
always leave a worker thread available for other tasks
2009-10-27* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman1-1/+4
to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
2009-10-26Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman1-1/+0
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
2009-10-26* Switched all operations on the list of clients that could be either sync ↵John Hurliman1-1/+2
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
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-30/+30
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-25Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman1-41/+25
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
2009-10-23* Change the way Util.FireAndForget() calls SmartThreadPool to avoid using a ↵John Hurliman1-1/+11
delegate (which STP appears to hold on to). This removes the slow leak I was seeing when using async_call_method=SmartThreadPool and stabilizes allocated memory for an idle OpenSim instance
2009-10-23* Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman1-2/+7
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
2009-10-22Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman3-12/+185
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
2009-10-22Terrible typo in the previous commit!John Hurliman1-1/+1
2009-10-22* Added a check if Util.m_ThreadPool is null before trying to use it, and if ↵John Hurliman1-13/+7
so initialize it to sane defaults * Simplified the InitThreadPool() function
2009-10-22Correct version number after mergeMelanie1-2/+2
2009-10-22Add copyright header. Formatting cleanup.Jeff Ames1-0/+27
2009-10-22* Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman1-5/+7
(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."
2009-10-22Remove the "mel_t" from version stringMelanie1-1/+1
2009-10-21* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman3-23/+55
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
2009-10-22Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie1-1/+1
2009-10-22Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie1-12/+22
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-21* Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman1-0/+12
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)
2009-10-22Mark new versionMelanie1-1/+1
2009-10-21Fix web map retrieval for regions configured via .iniMelanie1-2/+3
2009-10-21Really make module port selection work. Implement port setting inMelanie1-1/+3
LLProxyLoginModule.
2009-10-20* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman1-1/+1
based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-20Add MainServer.GetHttpServer(port) method for using multiple listenerMelanie1-0/+17
ports in region modules
2009-10-19* Removed OpenSim.Data.NHibernateJohn Hurliman3-5/+5
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
2009-10-19* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman1-8/+10
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
2009-10-19Minor formatting cleanup.Jeff Ames1-12/+12
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2-109/+85
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