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* Bugfixes - wasn't counting threads right++Tedd Hansen2008-02-223-17/+17
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* Minor annoying Exception-bug fixedTedd Hansen2008-02-222-2/+3
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* Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen2008-02-223-242/+229
| | | | | | | regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server. But, this is totally completely untested. So it probably won't work for another patch or five.
* Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵Tedd Hansen2008-02-222-17/+28
| | | | | | | | per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts
* Now last commit will compile too... The features just keep on coming!Tedd Hansen2008-02-223-6/+12
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* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-225-79/+87
| | | | | | | | * Speeding up ScriptEngine shutdown * Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution) You can choose more script exec threads if you want of course. In this commit: Sharing maintenance thread between all regions.
* * Relative large ClientView refactoring of packet Events into .Net ↵Teravus Ovares2008-02-221-256/+686
| | | | recommended format.
* Fixes to ScriptEngine thread cleanup on destructorTedd Hansen2008-02-214-17/+14
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* * Fixed an issue where the client thread was aborted before the UDP server ↵Teravus Ovares2008-02-211-4/+11
| | | | | | | sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread) * This update might make things better, it might expose another issue.
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-212-11/+6
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* ScriptEngine changes in locking. Another step in direction of shared threads.Tedd Hansen2008-02-212-24/+22
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* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-2110-7/+38
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* Remove a couple compiler warnings.Jeff Ames2008-02-212-5/+5
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* * Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey2008-02-201-5/+16
| | | | an asset back from the cache
* * Eliminate AssetCache.CopyAsset()Justin Clarke Casey2008-02-201-32/+26
| | | | | | | * Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
* Treads command lists threads, but not thread name (yet)Tedd Hansen2008-02-201-7/+9
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* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-204-15/+16
| | | | | | | | | data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
* div+Tedd Hansen2008-02-202-1/+14
| | | | | threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
* * Found the land bug, yayTeravus Ovares2008-02-202-5/+17
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* Minor cleanup.Jeff Ames2008-02-20119-266/+188
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* * Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares2008-02-201-3/+3
| | | | the source of the null on multicast_void: error?
* llSetTimerEvent updated to use ticks instead of DateTime for internal timing.Tedd Hansen2008-02-203-24/+41
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-203-7/+26
| | | | | | | * This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
* llSetTimerEvent was setting seconds as milliseconds causing major problems ↵Tedd Hansen2008-02-202-2/+2
| | | | in timed scripts...
* * re-enabled AssetNotFound codelbsa712008-02-201-77/+80
| | | | | | * turned script asset fetching asynchronous
* Fixed big bug in AgentAssetTransactions, now don't seem to be getting any ↵MW2008-02-201-4/+4
| | | | AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
* some changes to the initialising of AgentAssetTransactionModule to see if ↵MW2008-02-201-9/+23
| | | | they help with the xfer/grey avatar problems.
* small changeMW2008-02-201-0/+11
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* * Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares2008-02-203-15/+297
| | | | Groups Module, made it shared to save on threads.
* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-203-5/+3
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-205-10/+78
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-204-1/+55
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Doc correctionJustin Clarke Casey2008-02-191-1/+1
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* * Add documentationJustin Clarke Casey2008-02-193-16/+112
| | | | | | | | * The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender * Rectifying this is not straightfoward, but this will constitute the next patch. * This does not explain the memory leak.
* Putting in eyecatcher lines on OpenSim start as we had previously. This ↵Justin Clarke Casey2008-02-191-1/+5
| | | | makes it easier to pick out a restart of OpenSim in an appended log file
* From: Michael Osias <mosias@us.ibm.com>Sean Dague2008-02-1910-197/+576
| | | | | | | | This patch implements the llSendRemoteData command and fixes mantis 552, and possibly 586.
* * Adds limited support for each hollow type for the supported prim., Cube ↵Teravus Ovares2008-02-191-124/+192
| | | | | | | with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc. * More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
* Playing "Name that thread". Adding names and isbackground=true to all ↵Tedd Hansen2008-02-194-6/+22
| | | | threads so it will be easier to debug.
* *rawfile fix.Teravus Ovares2008-02-191-1/+1
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* * This patch adds Prism support to the Meshmerizer. Prism is one of the ↵Teravus Ovares2008-02-192-1/+211
| | | | object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
* A bit more prominent sign of start up completion :-) thanks HashBox for the ↵Dalien Talbot2008-02-181-0/+15
| | | | ASCII!
* Committing ahzz's patch #619 - Description:Teravus Ovares2008-02-181-10/+24
| | | | | | | | Patch provided by Openlifegrid.com Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet. Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
* * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares2008-02-181-3/+9
| | | | was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
* * Output XmlRpc error message if user server gets a fault response from the ↵Justin Clarke Casey2008-02-181-1/+3
| | | | | | | | | region server on login * This will make it more obvious if one accidentally starts one's region server in standalone rather than grid mode but then tries to login to a grid (as I am wont to do) * We are now sending back a fault code (-32601) if no xmlrpc method is found rather than an ordinary message
* * Fixed a land manager exception or two with Math.Max(255,Math.Min(0,val))Teravus Ovares2008-02-182-9/+65
| | | | | * Trapped a few more into little self contained boxes with padlocks on them.
* * Make RegionProfileData.RequestSimProfileData staticJustin Clarke Casey2008-02-181-1/+1
| | | | | | * Minor documentation bits
* * Since default loglevel is debug, I'm commenting out the resending x packet ↵Teravus Ovares2008-02-181-2/+2
| | | | lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
* * Putting the resending x packet into debug mode only. Set your loglevel ↵Teravus Ovares2008-02-181-1/+1
| | | | to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
* a new attempt at converting to the right typesSean Dague2008-02-181-1/+1
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* Attempt to fix casting issue introduced by RegionSize constant. I think thisSean Dague2008-02-181-1/+1
| | | | | | should actually all be uints, but this will hopefully let people log in again.