| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
protection against NREs in AddNewMovement()
* Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
|
|
|
|
| |
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
|
|
|
|
| |
* Fixed a NullReferenceException regression
|
|
|
|
| |
not working
|
| |
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
drifting prims/avatars
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
|
|
|
|
| |
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
|
|
|
|
| |
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
|
|
|
|
| |
mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
|
|
|
|
| |
the [InterestManagement] section in your config or not
|
| |
|
|
|
|
| |
asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
|
|
|
|
|
|
| |
to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
|
| |
|
|
|
|
|
|
| |
in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
|
|
|
|
|
|
| |
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
|
|
|
|
| |
the upcoming 0.8.0
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
equation to give double weight to prims/avatars in front of you
|
|
|
|
| |
avoiding locking and copying the list each time it is accessed
|
|
|
|
|
|
| |
which is right
* Fix WorldMapModule.process() to not trip the watchdog timer
|
| |
|
|
|
|
| |
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
|
|
|
|
| |
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
|
|\ |
|
| |
| |
| |
| |
| |
| | |
the case where no scripting engine is enabled
* Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
|
| |
| |
| |
| |
| |
| | |
being done for AgentUpdate packets
* Start LLUDPClients unpaused (this variable is not being used yet)
|
| |
| |
| |
| | |
out exactly what is and isn't needed
|
| |
| |
| |
| |
| |
| | |
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
|
| |\
| | |
| | |
| | | |
prioritization
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
|
| | |
| | |
| | |
| | | |
re-prioritizing updates
|
| |\ \
| | | |
| | | |
| | | | |
prioritization
|
| |\ \ \
| | | | |
| | | | |
| | | | | |
prioritization
|
| | | | |
| | | | |
| | | | |
| | | | | |
prioritization scheme
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | | |
prioritization
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
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)
|
|\ \ \ \ \ \
| | |_|_|_|/
| |/| | | | |
|