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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
2009-10-19Formatting cleanup.Jeff Ames2-4/+4
2009-10-18* Big performance increase in loading prims from the region database with MySQLJohn Hurliman1-0/+2
* 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
2009-10-17Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman1-0/+27
re-prioritizing updates
2009-10-17Added a description for RegionTypeJohn Hurliman1-1/+1
2009-10-17Adds SendAvatarInterestsUpdate to IClientAPIMelanie1-0/+1
Thank you, Fly-Man
2009-10-17Re-rename ProductName back to it's original RegionTypeMelanie1-16/+16
2009-10-17Add ProductName to RegionInfo (for search)Melanie1-1/+23
2009-10-16Converted FireAndForget methods to use a singleton pattern to attempt to ↵John Hurliman1-2/+21
work around a Mono bug with nested delegates
2009-10-15Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman1-23/+231
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
2009-10-15Replaced the update lists with a priority queue implementation in LLClientViewjjgreens1-0/+375
Replaced the update lists with a priority queue implementation in LLClientView. The priority queues are based on the MinHeap implementation also included in this commit within the OpneSim.Framework namespace. Initially setup to exactly mimic the behavior beofre the change which was a first come first serve queue.
2009-10-14* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman1-5/+6
more tweaking in the future
2009-10-14* Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman1-69/+81
the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
2009-10-13* Split Task category into Task and StateJohn Hurliman1-4/+14
* Crude prioritization hack
2009-10-13* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman2-14/+139
property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
2009-10-13* Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman1-0/+14
Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
2009-10-13* Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman2-11/+13
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
2009-10-13* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2-27/+145
performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
2009-10-13* Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman2-151/+13
disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
2009-10-10Use Util.UTF8 instead of creating a new heap object every time.Diva Canto1-5/+5
2009-10-09A slight improvement on name fetching -- using the local name cache, since ↵Diva Canto1-0/+6
it exists.
2009-10-09Use the cache, Luke!Diva Canto1-25/+8
2009-10-09Adding a hair item to the default wearables, fixes newly created avatars ↵Rob Smart2-0/+8
appearing as a cloud
2009-10-09Calling .Close() on AutoResetEvent and ManualResetEvent (those classes ↵John Hurliman3-3/+7
contain an unmanaged resource that will not automatically be disposed when they are GCed), and commenting out some ManualResetEvents that are not in use yet
2009-10-08Remove ThreadTrackerTest. It's no longer relevant because the threadMelanie1-56/+0
tracker now uses the system thread list
2009-10-07Bug fix.Diva Canto1-2/+6
2009-10-07Printout one more field in show threads, but this won't buy us much.Diva Canto1-1/+2
2009-10-06* One more debug message on FetchInventoryDescendantsDiva Canto1-17/+62
* More streams close on finally
2009-10-07Revert "Rewrote parts of the code that were double-locking different ↵Melanie1-27/+39
objects. This is about half of the code base reviewed." This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
2009-10-07Revert "Merging in diva's locking fixes"Melanie3-32/+44
This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
2009-10-06Rewrote parts of the code that were double-locking different objects. This ↵Diva Canto1-39/+27
is about half of the code base reviewed.
2009-10-06* Change some more default ports to the robust default of 8003Justin Clark-Casey (justincc)2-5/+5
* Make these use existing constants rather than hardcoding * These will probably go away soon anyway once all services are under ROBUST
2009-10-06* Try/catch around EndInvoke() when Util.FireAndForget() returns to catch ↵John Hurliman1-1/+3
exceptions thrown in the async method * Added packet stats handling to the new LLUDP implementation * Attempting to avoid a race condition when creating a new LLUDPClient
2009-10-06Corrected words in error message.Diva Canto1-2/+2
2009-10-06Fixing a few compile errors in the previous commitJohn Hurliman2-159/+8
2009-10-06* Continued work on the new LLUDP implementation. Appears to be functioning, ↵John Hurliman3-122/+248
although not everything is reimplemented yet * Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing * Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively * Fixed formatting for a MySQLAssetData error logging line
2009-10-05Beginning work on the new LLUDP implementationJohn Hurliman1-7/+1
2009-10-05* GridServerPostHandler.cs: Try/catch in HandleDiva Canto1-1/+7
* BaseOpenSimServer.cs: Added thread pool numbers in show threads