| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |
| | |
| | |
| | | |
* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame.
There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat.
In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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)
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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
|
| |\ \
| | |/ |
|
| |\ \
| | | |
| | | |
| | | |
| | | | |
This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
|
| | | |
| | | |
| | | |
| | | | |
don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
|
|\ \ \ \
| | |_|/
| |/| | |
|
| | |/
| |/|
| | |
| | | |
http://opensimulator.org/mantis/view.php?id=4163
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
ScenePresence.AddToPhysicalScene.
* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | | |
researching this.
|
| |/ /
| | |
| | |
| | | |
* Set the Scene collision update time to 500 ms
|
| | |
| | |
| | |
| | | |
may reduce avatar flailing.
|
| |/
| |
| |
| | |
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
|
|\ \
| |/ |
|
| |\ |
|
| | | |
|
| | | |
|
| | | |
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | | |
* More streams close on finally
|
| | |
| | |
| | |
| | |
| | |
| | | |
objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
|
| | |
| | |
| | |
| | | |
This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | | |
is about half of the code base reviewed.
|
| | | |
|
| |\ \
| | |/
| | |
| | | |
htb-throttle
|
| | | |
|
|\ \ \
| | |/
| |/| |
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
to fail with
https://bugzilla.novell.com/show_bug.cgi?id=538854
|
| |/ /
| | |
| | |
| | | |
runaway thread use
|
| | | |
|
| |/ |
|
|\ \
| |/ |
|
| | |
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
|\ \ \
| |/ / |
|
| |\ \ |
|
| |\ \ \
| | |_|/
| |/| | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
unnecessary serialization/deserialization of TextureEntry objects and allow TextureEntry to be inspected for missing bakes
* Inspect incoming TextureEntry updates for bakes that do not exist on the simulator and request the missing textures
* Properly handle appearance updates that do not have a TextureEntry set
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug Replacing openjpeg-dotnet decoding with managed CSJ2K decoding. Should be much more reliable, faster, and use less memory
* Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K
* Renamed IJ2KDecoder and J2KDecoder member names to follow standard naming conventions * Removed j2kDecodeCache cruft and replaced it with the OpenSim cache system * Rewrote the default layer boundary algorithm to use percentages instead of an exponent * Switched from an infinite in-memory cache to an expiring cache (10 minute timeout) * Slightly quieted logging errors for failed texture decodes
|
|\ \ \ \
| | |_|/
| |/| | |
|