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2008-02-25* Caught HttpListenerException and swallowed if with outputlbsa712-13/+13
* Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
2008-02-22* Converted the last of the events to the private delegate instance method ↵Teravus Ovares1-2/+4
to avoid race conditions.
2008-02-22* Implement packet queue statisticsJustin Clarke Casey2-3/+36
* This will show the packets waiting in each queue for each client logged into a region server * These are displayed using 'show stats' on the region command line * This is in pursuit of a memory leak. * This will require a prebuild
2008-02-22fixed it so that the different types of trees now work (show up in the ↵MW1-1/+5
clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
2008-02-22* Relative large ClientView refactoring of packet Events into .Net ↵Teravus Ovares1-256/+686
recommended format.
2008-02-21* Fixed an issue where the client thread was aborted before the UDP server ↵Teravus Ovares1-4/+11
sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread) * This update might make things better, it might expose another issue.
2008-02-21"threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen1-0/+1
compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
2008-02-20Minor cleanup.Jeff Ames3-5/+5
2008-02-20* Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares1-12/+69
Groups Module, made it shared to save on threads.
2008-02-20* Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares1-1/+1
* Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
2008-02-19Playing "Name that thread". Adding names and isbackground=true to all ↵Tedd Hansen1-0/+1
threads so it will be easier to debug.
2008-02-18Committing ahzz's patch #619 - Description:Teravus Ovares1-10/+24
Patch provided by Openlifegrid.com Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet. Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
2008-02-18* Since default loglevel is debug, I'm commenting out the resending x packet ↵Teravus Ovares1-2/+2
lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
2008-02-18* Putting the resending x packet into debug mode only. Set your loglevel ↵Teravus Ovares1-1/+1
to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
2008-02-18* Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares1-33/+50
fix to the b*stard Sakai issue.
2008-02-18* Added /even more/ debugging messages to the UDP server to help people in ↵Teravus Ovares2-8/+72
resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.
2008-02-18Thank you very much Ahzzmandius for adding the supportCharles Krinke1-0/+22
to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
2008-02-16Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW1-1/+2
so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
2008-02-14* Removed some catch-all-ignores from UDPServer in an attempt to look for #305.Adam Frisby1-4/+4
* Minor work towards abstracting terrain.
2008-02-13* Clean up LIBRARY INVENTORY messagesJustin Clarke Casey1-4/+4
2008-02-12* various minuscule code convention conformance fixeslbsa711-1/+2
2008-02-12* A bunch of updates to make things more smooth.Teravus Ovares1-1/+1
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-10The very beginnings of attachments (no detachments! :)Dalien Talbot1-1/+19
2008-02-10* Refactored permissions handling to extract info out of permisisons block ↵lbsa711-32/+36
in ClientView * Changed some uint constants to Enum values
2008-02-10Clean up logging calls using String.Format explicitlyJeff Ames1-2/+2
2008-02-09* Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares1-2/+12
* Made Estate tools work for estate managers without needing to request admin status First * Added code to make the Simulator version to be reported in the About box of the client
2008-02-09* Change logger to handle [<entry>] where <entry> contains non alphabetic ↵Justin Clarke Casey1-1/+1
characters * Change logger to not print extra line if [<entry>] <text> like string is not logged * Remove more of my previous chatty debugging statements
2008-02-09* In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey1-4/+4
memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
2008-02-08Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2-5/+19
light verbosity to this end
2008-02-07* This update contains a bucket-full of network optimizations.Teravus Ovares1-3/+10
* ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
2008-02-06* Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2-1/+12
client logout * This code may or may not be on the right track, but I want to save my work so far.
2008-02-05Converted logging to use log4net.Jeff Ames4-70/+75
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-7/+23
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04* Rebase all current servers on common abstract BaseOpenSimServer classJustin Clarke Casey1-8/+1
* The immediate upshot is that "show uptime" from the console will now show uptime on all server types (user, asset, grid, etc) * DEV: This refactoring is far from complete - only just enough to makes the "show uptime" command common accross the servers. More is needed, but in this case it's somewhat like eating cabbage, which I prefer not to do all at once
2008-02-04Patch from mikkopa/_someone Thanks! adds support for llPreloadSound, ↵Teravus Ovares1-0/+14
llTriggerSound, llPlaySound, llPreloadSound. * Time to make music boxes?
2008-02-04First part of avatar persistence, currently only really works in standalone ↵MW2-1/+2
mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
2008-02-04* Whole buncha stuff.Adam Frisby1-0/+17
2008-02-02Implements LSL function llDialog().alondria1-1/+36
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
2008-02-02In an attempt to solve multihomed UDP problem I seem to have bound UDP ↵Tedd Hansen2-5/+5
socket to external IP instead of internal :)
2008-02-02Added commands to change config file from console:Tedd Hansen1-1/+1
CONFIG SET section key value value value CONFIG GET section key CONFIG SAVE (it saves, but does it save correctly?:) ScriptEngine will react correctly to any config change made while it is running.
2008-02-02Hopefully fixed MySQL DB crash on startup issue (so we can remove 3 sec wait).Tedd Hansen2-10/+45
Added option to try alternate UDP ports if the one configured is in use. UDP packets are now bound to the actual outside IP address and hopefully won't "randomly" select IP on multihomed systems.
2008-02-02* Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares1-1/+18
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-01-26* Added a try/catch handler around childdataupdates because the enumeration ↵Teravus Ovares1-0/+1
is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
2008-01-22* Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2-8/+23
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
2008-01-21* And, so did the UDPServer VerbosenessTeravus Ovares1-16/+7
2008-01-21* Stopped Physical Object saving on SQLite got commented out in my last ↵Teravus Ovares1-4/+16
commit.. un commenting it out now.
2008-01-20Check if remote simulator is up before attempting teleport. Teleport to a ↵Brian McBee1-2/+2
remote region should now fail gracefully if remote simulator is down.
2008-01-16* Fixed a packet counting issue that I introducedTeravus Ovares1-7/+7
* Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
2008-01-16* Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares1-1/+2
network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
2008-01-16* fixed a race condition where several UDP-generated threads would collide ↵lbsa711-19/+18
on accessing AckList * introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch