| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
Also round this and ProcessMemory to three decimal places in common with other memory stats.
I believe leaving out such minor info makes stats easier to read
|
|
|
|
| |
e.g. "show stats httpserver.9000 server.network"
|
|
|
|
| |
rate" since this is more generally meaningful
|
|
|
|
|
|
| |
accidentally != null rather than == FireAndForgetMethod.SmartThreadPool
Due to another check this had no practical effect
|
|
|
|
|
|
|
|
|
| |
separating category and container with a period.
e.g. "show stats server.network"
I failed to realize this had already been implemented without the period in the show stats command (as the command help had not been updated).
However, I would prefer the . approach as it will allow specifying multiple stats, easier wildcarding, etc.
This commit also prevents any stat from having a period in its short name.
|
|
|
|
| |
server.network.HTTPRequestsMade in "show stats all"
|
| |
|
|
|
|
| |
httpserver.<port>.IncomingHTTPRequestsProcessed stat
|
|
|
|
| |
additional stat with sampling would produce wrong results
|
|
|
|
|
|
| |
"show stats server"
Also puts these and previous builtin threadpool stats in the "threadpool" stat container rather than "processor"
|
|
|
|
| |
threadpool to the ServerBase rather than being in Util
|
|
|
|
| |
command if threadpool type was QueueUserWorkItem (Unsafe worked as expected)
|
|
|
|
|
|
| |
This was the original intention with these stats, as I didn't believe they would be useful to ordinary users if everything is working as it should.
Please amend if this is an issue.
Just for now, levels actually have no impact on what is displayed via the "show stats" command.
|
| |
|
|
|
|
|
|
| |
simulator console
This means the "show stats" command is now active on the robust console.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
or removed. Shouldn't impact anyone as only DSG seems to use
OnScenePresenceUpdated event.
Some minor format changes to AnimationSet's ToString().
|
|/
|
|
|
|
|
| |
(debug level 6) on outgoing requests, depending on debug level
This is set via "debug http out <level>"
This matches the existing debug level behaviours for logging incoming http data
|
|
|
|
| |
belong to which HttpServer
|
|
|
|
|
|
|
|
| |
in 3eee991 but removed in 7c0bfca
Do not rely on destructors to stop things.
These fire at unpredictable times and cause problems such as http://opensimulator.org/mantis/view.php?id=6503
and most probably http://opensimulator.org/mantis/view.php?id=6668
|
| |
|
| |
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| | |
UserProfiles for Robust and Standalone. Includes service and connectors for Robust and standalone opensim plus matching region module.
|
|/
|
|
|
| |
display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
|
|
|
|
|
|
| |
is now viewerside" messages regarding currency
This will require all money modules to be refactored!
|
|
|
|
|
|
|
|
|
|
| |
hashes for the purpose of accurately responding to AgentTextureCached
packets. There is a change to IClientAPI to report the wearbles hashes
that come in through the SetAppearance packet. Added storage of the
texture hashes in the appearance. While these are added to the
Pack/Unpack (with support for missing values) routines (which means
Simian will store them properly), they are not currently persisted in
Robust.
|
|
|
|
|
|
|
| |
in chatlogs, etc. temporarily change each instance of this in OpenSimulator so we can identify where it's coming from
For instance, the "Unknown User" in Util.ParseUniversalUserIdenitifer becaomes "Unknown UserUPUUI (class initials + method initials)
This is to help with http://opensimulator.org/mantis/view.php?id=6625
|
|\ |
|
| | |
|
| | |
|
|/
|
|
| |
Warning - contains a small migration.
|
|
|
|
|
|
|
|
|
|
|
|
| |
packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
|
| |
|
|
|
|
|
|
|
| |
starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created.
http://opensimulator.org/mantis/view.php?id=6618
|
|
|
|
|
|
|
|
|
|
| |
SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool
This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those.
However, two changes have been made to stock 2.2.3.
Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified.
This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled.
Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch
The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586
|
|
|
|
|
|
| |
This is needed because recent LL viewer codebases call this earlier in login when the client is not yet established in the sim and can't be found by UUID.
Sending the reply requires having the IClientAPI.
|
| |
|
|
|
|
|
|
| |
startup, logging an error since this is commonly due to an unclean shutdown.
Unclean shutdown can cause constantly moving objects to disappear if an OAR has just been loaded and they have not reached persistence time threshold, among other problems.
|
| |
|
|
|
|
| |
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
|
|
|
|
|
|
|
|
| |
AvatarAppearance
It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID).
However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there.
This commit requires both simulator and service to be updated.
|
|
|
|
|
|
|
| |
SimExtraStatsCollector
and thus for the command 'show stats' because it is ugly and most of the information
is already output in the formatted printout that appears before.
|
|
|
|
| |
connection close issue by getting rid of the socket references * This adds a connection timeout checker to shutdown poor or evil connections and combats DOS attempts that just connect and make no complete requests and just wait. It also actually implements KeepAlive... instead of just understanding the connection header in the request... you can test by connecting and requesting a keepalive header and sending another request on the same connection. The new timeout checker closes expired keepalive sessions, just make sure you send the request within 70 seconds of connecting or the timeout checker will timeout the connection.
|
|
|
|
| |
simulator logs, for debug purposes
|
|
|
|
|
|
| |
input to GetLandObject()
This conforms to the existing ILandChannel.ParcelsNearPoint() method
|
| |
|