| Commit message (Collapse) | Author | Files | Lines |
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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.
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re-enable sculpt mesh caching
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* Check for null SP in PermissionsModule.
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Local member in MySQLAssetData
* First pass at applying the using(){} pattern to IDisposable objects. Always use the using pattern on IDisposable objects whenever possible, do not manually call .Close() or .Dispose() unless there is no other way to write the code. This pass mostly covers OpenSim.Data.MySQL, and should have no functional change (tests still pass)
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fails.
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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?
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* Moved all priority queue access to helper functions to improve reliability and readability
* New version of CSJ2K.dll (from libomv source tree) that fixes a JPEG2000 comment decoding bug
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* Fixed the incorrect "out of memory?" exception messages and replaced them with useful information
* Cleaned up J2KImage and LLImageManager to conform to coding conventions
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to not fire any "put more data in the queues" callbacks
* Minor tweaks to code formatting to make the callback chain for packet queuing easier to follow
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- adding LandDataSerializer to OAR mechanics
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image packet crashes Hippo without a message.
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packet queue, rather than a timer
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* Rewrote the logic in J2KImage.RunUpdate()
* Added a default avatar texture (I made it myself)
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ones are failing.
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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Fixing LLClientView memory leak by disposing of all timers utilized
in LLClientView as they contain references to the callback method.
This required the use of the Terminate and Close infrastructure that
was already in place but was not being utilized.
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Changed the underlying data structure used to detected duplicate
in OpenSim.Region.Framework.Scenes.Types.UpdateQueue from a
List to a Dictionary.
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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
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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
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ignoring LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug"
This reverts commit 22cc31135e2989df28e0756eb3b03f85530d5555.
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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
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them later if the client asks for them again. Needs more testing in texture-rich sims.
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always behave like they are phantom, and llVolumeDetect
seems to operate in a random fashion.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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