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2009-10-23Uncommented the resend log line so the previous commit can be seen in actionJohn Hurliman1-1/+1
2009-10-23* Changed the max RTO value to 60 seconds to comply with RFC 2988John Hurliman2-1/+4
* Implemented section 5.5, exponential backoff of the RTO after a resend
2009-10-23Commented out noisy debugging about resent packets (normal) and agents ↵John Hurliman2-3/+3
setting throttles (normal)
2009-10-23Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman13-284/+308
avoiding locking and copying the list each time it is accessed
2009-10-22* Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)2-26/+28
consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
2009-10-22* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman2-23/+23
which is right * Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22Forgot to hit save in the last commitJohn Hurliman1-1/+1
2009-10-22* Sending (position - hipoffset) instead of positionJohn Hurliman1-5/+2
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman12-100/+116
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
2009-10-22Commented out instrumentation in ODEPrim.csKittoFlora1-0/+8
2009-10-22Fixing the patch to the patchSnowcrash1-3/+6
2009-10-22Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParamsSnowcrash1-3/+4
2009-10-22Add copyright header. Formatting cleanup.Jeff Ames1-1/+1
2009-10-22A synchronous call to the messaging server was blocking the process of ↵John Hurliman1-1/+7
promoting an agent to a root agent (logins and teleports). Changed to an async method
2009-10-22* Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman1-1/+6
(like the original implementation) * Only initialize Util's SmartThreadPool if it is actually being used * No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
2009-10-21* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman4-11/+14
Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-22Make the LSL scripting delays take full effect. To tune, tweat theMelanie1-56/+49
ScriptDelayFactor in config
2009-10-22Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie1-1/+1
2009-10-22Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie1-0/+2
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-21* Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman4-61/+108
empty instead of firing once per empty queue * Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
2009-10-21* Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and ↵John Hurliman4-18/+8
upped it to 30ms * Removed the unused PacketSent() function * Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
2009-10-21* FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman3-38/+16
if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work * Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
2009-10-21* Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman3-41/+63
per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
2009-10-21Testing out a hack to identify the source of the high cpu usageJohn Hurliman1-0/+3
2009-10-21Removing the Sleep(0) call from the OutgoingPacketHandlerJohn Hurliman1-6/+3
2009-10-21* Handle UseCircuitCode packets asynchronously. Adding an agent to a scene ↵John Hurliman3-13/+49
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
2009-10-21Fix llParticleSystem to accept LSL variables and LSL constants in placeMelanie1-1/+1
of the named constants for the rule selector. Information provided by Snowcrash
2009-10-21* Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman4-208/+126
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
2009-10-21Patch by mcortez: Remove lock from scene presence updating in groups moduleMelanie1-9/+7
2009-10-21Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the ↵John Hurliman1-7/+7
same category
2009-10-21Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman4-50/+121
handling with an interruptible wait handle
2009-10-20* Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman5-10/+235
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)
2009-10-20* Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman2-94/+34
being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-20* Removed the throttle speed optimizations to see if it brings stability backJohn Hurliman2-72/+69
* 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
2009-10-20Added try/catches in the outgoing packet handler to match the one in the ↵John Hurliman1-45/+59
incoming packet handler
2009-10-20Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman1-6/+8
2009-10-20Reverting the deletion of files related to texture sending until we figure ↵John Hurliman6-0/+926
out exactly what is and isn't needed
2009-10-20* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman3-11/+1
based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-20* Removing cruft left over from the conversion to the new texture sending ↵John Hurliman12-1275/+45
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
2009-10-20Change "config save" to "config save <filename>", which is mandatory.Melanie1-2/+14
File name is enforced to NOT be OpenSim.ini
2009-10-20Fix for index error in llList2StringSnowcrash1-6/+6
2009-10-19* Optimized sending of terrain dataJohn Hurliman2-155/+180
* 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
2009-10-19* Removed OpenSim.Data.NHibernateJohn Hurliman3-6/+6
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
2009-10-19* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman11-120/+117
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
2009-10-19Forgot {} on last commit.Diva Canto1-0/+2
2009-10-19More instrumentation in physics.Diva Canto1-0/+2
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman5-684/+398
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
2009-10-19Formatting cleanup.Jeff Ames6-11/+11
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2-1/+14
2009-10-18* Process the avatar terse update priority queue as soon as an update for ↵John Hurliman1-40/+39
our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block