| Commit message (Collapse) | Author | Files | Lines |
|
per-client back to per-scene
* Testing a fix from Jim to make the cpu usage fix cleaner
|
|
|
|
|
|
can take several seconds, and was blocking up packet handling in the meantime
* Clamp retransmission timeout values between three and 10 seconds
* Log outgoing time for a packet right after it is sent instead of well before
* Loop through the entire UnackedPacketCollection when looking for expired packets
|
|
tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless
* Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked
* Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
|
|
same category
|
|
handling with an interruptible wait handle
|
|
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)
|
|
* Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
|
|
incoming packet handler
|
|
|
|
out exactly what is and isn't needed
|
|
based on something that could change
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
|
|
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
|
|
* Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management)
* Added a debug line when resent packets are being sent
|
|
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
|
|
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
|
|
|
|
|
|
our own avatar is ready to send
* Reduce the scope of the locks when processing the update queues
* Reuse the ImprovedTerseObjectUpdate.RegionData block
|
|
decoded to allow garbage collection on it
|
|
* Handle the AgentFOV packet
* Bypass queuing and throttles for ping checks to make ping times more closely match network latency
* Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
|
|
* Fixing a log message typo
|
|
re-prioritizing updates
|
|
|
|
debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
|
|
Thank you, Fly-Man
|
|
relogging.
|
|
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.
|
|
finer grained prioritization of avatars vs. prims
|
|
RegionLoaded() a two line function
|
|
a friendly error message and drop the packet
|
|
increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge
* Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
|
|
|
|
statement inside a try/catch. This statement times out for me very frequently
* More verbose logging when zerocoding fails on an outbound packet
|
|
|
|
cloud issues
* Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
|
|
it will definitely get us closer to the root cause.
|
|
prioritization scheme
|
|
|
|
RemoveFromPhysicalScene or we'll be leaking
|
|
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.
|
|
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.
|
|
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
|
Replaced the update lists with a priority queue implementation in LLClientView.
The priority queues are based on the MinHeap implementation also included in
this commit within the OpneSim.Framework namespace. Initially setup to exactly
mimic the behavior beofre the change which was a first come first serve queue.
|
|
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)
|