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* Another race condition fix in SceneObjectGroupJohn Hurliman2009-11-021-7/+11
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* Fixing race conditions in the SceneObjectPart propertiesJohn Hurliman2009-11-021-56/+53
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* Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman2009-11-022-14/+8
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* * Implemented some tweaks to monitoring module.Adam Frisby2009-11-021-0/+3
| | | | | * 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.
* * Implements new 'Monitoring' system for reporting performance.Adam Frisby2009-11-011-8/+51
| | | | | | * 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.
* * Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman2009-10-302-40/+42
| | | | | | | * Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
* * Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman2009-10-291-29/+35
| | | | | | 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
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-292-157/+142
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* * Implemented foot collision plane for avatarsJohn Hurliman2009-10-291-215/+44
| | | | * Fixed a NullReferenceException regression
* Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman2009-10-291-36/+203
| | | | not working
* Fixing NullReferenceException regression in the previous commitJohn Hurliman2009-10-291-1/+1
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-292-9/+13
| | | | | * 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
* Small performance tweaks to code called by the heartbeat loopJohn Hurliman2009-10-284-117/+53
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* Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-282-5/+4
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* Limit physics time dilation to 1.0John Hurliman2009-10-281-1/+1
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* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-282-16/+20
| | | | | | | 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
* * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-282-2/+2
| | | | | | 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
* Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2009-10-282-2/+10
| | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
* Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-272-15/+7
| | | | 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
* Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman2009-10-271-1/+1
| | | | mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
* Making the defaults for interest management variables match whether you have ↵John Hurliman2009-10-271-3/+3
| | | | the [InterestManagement] section in your config or not
* Forgot a line in the previous commitJohn Hurliman2009-10-271-0/+2
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* Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman2009-10-271-6/+9
| | | | 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
* * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman2009-10-271-3/+2
| | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-264-49/+45
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* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-262-58/+55
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-262-11/+21
| | | | 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 Hurliman2009-10-262-22/+28
| | | | | | | | 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
* Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman2009-10-261-0/+5
| | | | 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
* * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman2009-10-261-0/+2
| | | | | | 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
* Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2009-10-252-1/+3
| | | | the upcoming 0.8.0
* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-253-57/+56
| | | | | | | | | | 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
* * Changed various modules to not initialize timers unless the module is ↵John Hurliman2009-10-231-0/+3
| | | | | | 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
* * Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman2009-10-231-4/+9
| | | | | | | 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 "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman2009-10-233-3/+78
| | | | equation to give double weight to prims/avatars in front of you
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-236-186/+198
| | | | avoiding locking and copying the list each time it is accessed
* * Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman2009-10-221-8/+7
| | | | | | which is right * Fix WorldMapModule.process() to not trip the watchdog timer
* Forgot to hit save in the last commitJohn Hurliman2009-10-221-1/+1
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* * Sending (position - hipoffset) instead of positionJohn Hurliman2009-10-221-5/+2
| | | | * Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
* Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman2009-10-221-10/+10
| | | | 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
* Merge branch 'master' into vehiclesMelanie2009-10-2212-294/+412
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| * * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman2009-10-201-10/+16
| | | | | | | | | | | | 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)
| * * Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman2009-10-201-93/+33
| | | | | | | | | | | | being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
| * Reverting the deletion of files related to texture sending until we figure ↵John Hurliman2009-10-201-0/+58
| | | | | | | | out exactly what is and isn't needed
| * * Removing cruft left over from the conversion to the new texture sending ↵John Hurliman2009-10-201-58/+0
| | | | | | | | | | | | 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
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-191-2/+2
| |\ | | | | | | | | | prioritization
| * | * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-195-58/+50
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * | * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-183-36/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * | Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-173-3/+124
| | | | | | | | | | | | re-prioritizing updates
| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-3/+5
| |\ \ | | | | | | | | | | | | prioritization