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* Formatting cleanup.Jeff Ames2009-11-233-4/+58
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* Merge branch 'master' of ssh://dahlia@myConnection01/var/git/opensimdahlia2009-11-201-31/+2
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| * minor: correct error messages when queryfolder failsJustin Clark-Casey (justincc)2009-11-181-3/+1
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| * minor: remove duplicate copyright notice in PollServiceWorkerThreadJustin Clark-Casey (justincc)2009-11-181-28/+1
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* | remove early return from PrimitiveBaseShape.ToOmvPrimitive() when prim is a ↵dahlia2009-11-201-2/+0
|/ | | | sculpty
* Correct formatting of Primitive.Textures in ↵dahlia2009-11-171-1/+1
| | | | PrimitiveBaseShape.ToOmvPrimitive method
* make logging less verbose when loading iarsJustin Clark-Casey (justincc)2009-11-131-1/+1
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* Some corrections to PrimitiveBaseShape.ToOmvPrimitive()dahlia2009-11-131-6/+26
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* move fake user service to a separate mock user service classJustin Clark-Casey (justincc)2009-11-121-159/+0
| | | | delete asset cache tests shell
* Rename test services to mock services, since this is a more accurate descriptionJustin Clark-Casey (justincc)2009-11-121-147/+4
| | | | remove duplicate mock inventory service
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-112-6/+6
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* add a ToOmvPrimitive() method to PrimitiveBaseShapedahlia2009-11-111-0/+81
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* * Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman2009-11-091-3/+1
| | | | | | AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
* Reintroduce AssetBase's old behavior. A Parameterless constructor is requiredMelanie2009-11-061-0/+10
| | | | | for .NET serialization and removing it breaks the OpenSim asset server protocol.
* Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-055-25/+50
| | | | unknown asset type, and log an error if it ever does happen
* Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie2009-11-051-0/+2
| | | | | Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
* Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie2009-11-043-4/+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.
* minor: remove a few mono compiler warningsJustin Clark-Casey (justincc)2009-11-032-4/+4
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* * Remove the locklessqueue tests since I guess I didn't understand what it ↵Teravus Ovares (Dan Olivares)2009-10-301-147/+0
| | | | was when I wrote the test.
* * Add LocklessQueueTests. One Test is commented out because it fails. ↵Teravus Ovares (Dan Olivares)2009-10-302-31/+148
| | | | It should probably work.. but I'm awaiting clarification.
* * Adding Tests for OpenSim.Framework.Cache. Some test cases disabled until ↵Teravus Ovares (Dan Olivares)2009-10-301-0/+75
| | | | mantis resolutions.
* * Another ACL TestTeravus Ovares (Dan Olivares)2009-10-301-1/+58
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* * Moving A test from the OpenSim.Framework.ACL object to the ↵Teravus Ovares (Dan Olivares)2009-10-301-0/+41
| | | | OpenSim.Framework.Tests assembly. Fixing the test.
* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-281-15/+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
* Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2009-10-271-0/+21
| | | | always leave a worker thread available for other tasks
* * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman2009-10-271-1/+4
| | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-261-1/+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
* * Switched all operations on the list of clients that could be either sync ↵John Hurliman2009-10-261-1/+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
* * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman2009-10-261-30/+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
* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-251-41/+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
* * Change the way Util.FireAndForget() calls SmartThreadPool to avoid using a ↵John Hurliman2009-10-231-1/+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
* * Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman2009-10-231-2/+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
* Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman2009-10-223-12/+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
* Terrible typo in the previous commit!John Hurliman2009-10-221-1/+1
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* * Added a check if Util.m_ThreadPool is null before trying to use it, and if ↵John Hurliman2009-10-221-13/+7
| | | | | | so initialize it to sane defaults * Simplified the InitThreadPool() function
* Add copyright header. Formatting cleanup.Jeff Ames2009-10-221-0/+27
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* * Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman2009-10-221-5/+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."
* Remove the "mel_t" from version stringMelanie2009-10-221-1/+1
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* Merge branch 'melanie_test' into prioritizationMelanie2009-10-222-4/+24
|\ | | | | | | | | This makes SmartThreadPool configurable and also makes it the default, since the regular thread pool simply stinks.
| * Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie2009-10-221-1/+1
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| * Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie2009-10-221-12/+22
| | | | | | | | 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 Hurliman2009-10-213-23/+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
* * Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman2009-10-211-0/+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)
* Merged master into prioritizationJohn Hurliman2009-10-212-2/+22
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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 inMelanie2009-10-211-1/+3
| | | | | | | | LLProxyLoginModule.
| * Add MainServer.GetHttpServer(port) method for using multiple listenerMelanie2009-10-201-0/+17
| | | | | | | | ports in region modules
* | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-201-1/+1
| | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
* | * Removed OpenSim.Data.NHibernateJohn Hurliman2009-10-193-5/+5
| | | | | | | | * Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing