Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 25 | -800/+794 |
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* | Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵ | John Hurliman | 2009-10-26 | 1 | -0/+6 |
| | | | | 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 | ||||
* | No need to create dupe TriMeshData for ODE. A previous patch created a ↵ | Dan Lake | 2009-10-26 | 1 | -6/+14 |
| | | | | dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch. | ||||
* | Do case-insensitive comparisons on region names in LLStandaloneLoginModule | John Hurliman | 2009-10-26 | 1 | -2/+2 |
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* | * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵ | John Hurliman | 2009-10-26 | 1 | -2/+6 |
| | | | | | | 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 | ||||
* | Changing Scene.ForEachClient to use the synchronous for loop instead of ↵ | John Hurliman | 2009-10-25 | 2 | -1/+4 |
| | | | | | | | | | | 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 | ||||
* | Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵ | dslake | 2009-10-23 | 1 | -2/+3 |
| | | | | Inconsistent locking of ODE tainted prims | ||||
* | * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵ | Teravus Ovares (Dan Olivares) | 2009-10-22 | 2 | -26/+28 |
| | | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. | ||||
* | Commented out instrumentation in ODEPrim.cs | KittoFlora | 2009-10-22 | 1 | -0/+8 |
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* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 3 | -6/+21 |
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| * | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵ | John Hurliman | 2009-10-20 | 2 | -10/+0 |
| | | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations | ||||
| * | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-19 | 1 | -0/+4 |
| |\ | | | | | | | | | | into prioritization | ||||
| | * | Forgot {} on last commit. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| | * | More instrumentation in physics. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵ | John Hurliman | 2009-10-19 | 4 | -7/+7 |
| |\ \ | | |/ | |/| | | | | prioritization | ||||
| * | | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-18 | 2 | -1/+14 |
| |\ \ | | | | | | | | | | | | | into prioritization | ||||
| | * | | A bit of instrumentation to figure out what's going on with physics actors. | Diva Canto | 2009-10-18 | 2 | -1/+14 |
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| * | | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵ | John Hurliman | 2009-10-18 | 1 | -0/+3 |
| |/ / | | | | | | | | | | decoded to allow garbage collection on it | ||||
* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-19 | 5 | -9/+51 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-19 | 4 | -7/+7 |
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| * | | * One more tweak to inform the user that they may not be able to move until ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| | | | | | | | | | | | | relogging. | ||||
| * | | * After seeing it repeat over and over again.. again, We won't inform the ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| |/ | | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon. | ||||
| * | * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 2 | -1/+22 |
| | | | | | | | | it will definitely get us closer to the root cause. | ||||
| * | * Added a message for when the null reference exception occurs to make ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -3/+4 |
| | | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring. | ||||
| * | * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -2/+22 |
| | | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help. | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-15 | 1 | -1/+1 |
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| * | * Eliminated unnecessary parameters from LLUDPServer.SendPacketData() | John Hurliman | 2009-10-13 | 1 | -1/+1 |
| | | | | | | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1> | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 4 | -21/+784 |
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| * | Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵ | unknown | 2009-10-12 | 1 | -1/+1 |
| | | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms) | ||||
| * | sync PrimMesher with r46 | dahlia | 2009-10-11 | 2 | -19/+782 |
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| * | disambiguate System.Path (preparation for new PrimMesher) | dahlia | 2009-10-11 | 1 | -1/+1 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 2 | -2/+17 |
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| * | * comment out the velocity test, using updates every 500 ms as set in ↵ | Teravus Ovares (Dan Olivares) | 2009-10-10 | 1 | -0/+3 |
| | | | | | | | | | | | | | | 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. | ||||
| * | * Make ODECharacter respect the scene's requested collision update time | Teravus Ovares (Dan Olivares) | 2009-10-10 | 2 | -2/+14 |
| | | | | | | | | * Set the Scene collision update time to 500 ms | ||||
* | | Correct a build break caused by an optimization in trunk | Melanie | 2009-10-07 | 1 | -1/+1 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-06 | 1 | -5/+2 |
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| * | minor: remove mono compile warning | Justin Clark-Casey (justincc) | 2009-10-05 | 1 | -5/+2 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-05 | 4 | -69/+124 |
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| * | Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵ | Dan Lake | 2009-10-05 | 3 | -61/+120 |
| | | | | | | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions. | ||||
| * | only cache mesh if meshing was successful | dahlia | 2009-10-04 | 1 | -8/+4 |
| | | | | | | | | re-enable sculpt mesh caching | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-05 | 1 | -7/+24 |
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| * | flexible extrusion shape defaults to linear | dahlia | 2009-10-04 | 1 | -1/+1 |
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| * | Exclude sculpt proxies from mesh caching | dahlia | 2009-10-04 | 1 | -6/+23 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-02 | 1 | -0/+14 |
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| * | Merge branch 'master' into diva-textures | Melanie | 2009-10-02 | 13 | -263/+341 |
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| * | | Create j2k cache directory if it doesn't exist. The Meshmerizer needs it there. | Diva Canto | 2009-09-30 | 1 | -0/+14 |
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* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-01 | 8 | -20/+12 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-01 | 1 | -2/+2 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-01 | 5 | -10/+10 |
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| * | | Add copyright header. Formatting cleanup. | Jeff Ames | 2009-09-29 | 2 | -2/+2 |
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