| Commit message (Collapse) | Author | Age | Files | Lines |
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friends module instead of requesting the entire friends list over the
network each time a prim is touched.
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Replace the integer compares with proper bitflags checking from libOMV.
Friends rights are now functional.
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loader doesn't barf
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Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
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* Output is prettier & more useful.
* Added 'Alerts' to allow rules to be constructed using Monitors to detect for events such as deadlocks. This will be translated to SNMP Traps when I get SNMP implemented.
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* Mostly the same set as the StatsMonitor used for Viewer notification, but exposes some new frametimes - including EventMS, PhysicsUpdateMS, LandUpdateMS; new memory monitoring - both GC.TotalMemory and Process.PrivateWorkingMemory64; also exposes ThreadCount (using System.Diagnostics.Process)
* Type 'monitor report' on the console to see output.
* SNMP Implementation forthcoming.
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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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
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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
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the transfers that never happen.
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before the file data to be transfered is ready.
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initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
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avoiding locking and copying the list each time it is accessed
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which is right
* Fix WorldMapModule.process() to not trip the watchdog timer
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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
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promoting an agent to a root agent (logins and teleports). Changed to an async method
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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
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out exactly what is and isn't needed
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and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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prioritization
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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
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RegionLoaded() a two line function
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so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
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don't crash. This code needs to be removed as soon as user services is refactored.
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* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
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* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
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Thank you, mcortez.
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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)
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This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
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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
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This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
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is about half of the code base reviewed.
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htb-throttle
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* Restored HG inventory access which had been lost upon adding a 3rd argument to inventory and asset server handlers
* Fixed a stupid bug in the InventoryConnector which was making move items do things twice
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* Check for null SP in PermissionsModule.
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