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* Revert "BulletSim: Add logic to linksets to change physical properties for"Robert Adams2013-07-223-59/+7
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
* BulletSim: Add logic to linksets to change physical properties forRobert Adams2013-07-223-7/+59
| | | | | | whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape.
* BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams2013-07-221-2/+15
| | | | | and start changing the logic to handle the base prim as a complex object (ie, a linkset).
* BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2013-07-222-12/+33
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* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-225-18/+121
| | | | | | | | | | into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
* Add experimental stubs for an extension function interface on bothRobert Adams2013-07-222-0/+15
| | | | PhysicsScene and PhysicsActor.
* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-223-23/+64
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* Minor cosmetic changes.Diva Canto2013-07-211-27/+23
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* Minor aesthetic change to make things more clear.Diva Canto2013-07-211-1/+2
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* The quaternion delta was a bit to high, now that the head rotation is out of ↵Diva Canto2013-07-211-1/+1
| | | | the equation. (head rotation was the problematic one)
* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-214-26/+10
| | | | lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
* Filter certain viewer effects depending on distance between the avatar that ↵Diva Canto2013-07-211-7/+25
| | | | is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
* A couple of small optimizations over the previous commitDiva Canto2013-07-212-9/+11
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* Manage AgentUpdates more sanely:Diva Canto2013-07-214-146/+180
| | | | | | - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream
* Fixed the stats in show client stats. Also left some comments with ↵Diva Canto2013-07-213-9/+19
| | | | observations about AgentUpdates.
* furhter shorten CheckAgentUpdateSignificance(). No real perf impact.Justin Clark-Casey (justincc)2013-07-211-7/+5
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* Remove some pointless code in CheckAgentUpdateSignificance()Justin Clark-Casey (justincc)2013-07-211-30/+20
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* Make the check as to whether any particular inbound AgentUpdate packet is ↵Justin Clark-Casey (justincc)2013-07-213-60/+131
| | | | | | significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing.
* Add measure of number of inbound AgentUpdates that were seen as significant ↵Justin Clark-Casey (justincc)2013-07-212-3/+12
| | | | | | | | | to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display.
* Hack in console command "debug lludp toggle agentupdate" to allow ↵Justin Clark-Casey (justincc)2013-07-211-0/+24
| | | | | | | | AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers.
* minor: provide user feedback in the log for now when udp in/out bound ↵Justin Clark-Casey (justincc)2013-07-211-4/+8
| | | | threads are started/stopped
* Fix up a temporary debugging change from last commit which stopped "lludp ↵Justin Clark-Casey (justincc)2013-07-211-2/+1
| | | | stop out" from actually doing anything
* Do some simple queue empty checks in the main outgoing udp loop instead of ↵Justin Clark-Casey (justincc)2013-07-215-22/+92
| | | | | | | always performing these on a separate fired thread. This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic. However, needs testing at scale.
* BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-182-5/+20
| | | | | | move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does.
* Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post ↵Diva Canto2013-07-181-2/+9
| | | | | | requests timeout in 60 secs. There's plenty of room for improvement in handling the EQs. Some other time...
* try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of ↵Justin Clark-Casey (justincc)2013-07-182-2/+28
| | | | | | a continuous loop with sleeps. Does appear to have a cpu impact but may need further tweaking
* Reverting the reverts I did yesterday. cpu-branch has now beenDiva Canto2013-07-181-3/+5
| | | | | | | | successfully tested, and I'm merging back those changes, which proved to be good. Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:"" This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8.
* Added MinPoolThreads to ini [Startup] section to control SmartThreadPool.Dan Lake2013-07-181-1/+3
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-171-2/+3
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| * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2013-07-177-28/+98
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| * | command line kick user now uses exact name match instead of substring search ↵Dan Lake2013-07-171-2/+3
| | | | | | | | | | | | to avoid kicking the wrong user or multiple wrong users.
* | | Revert "Cleared up much confusion in PollServiceRequestManager. Here's the ↵Diva Canto2013-07-171-5/+3
| |/ |/| | | | | | | | | history:" This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-172-6/+10
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| * | BulletSim: fix small bug where everything looked like it was collidingRobert Adams2013-07-172-6/+10
| | | | | | | | | | | | before the first simulator step.
* | | Cleared up much confusion in PollServiceRequestManager. Here's the history:Diva Canto2013-07-171-3/+5
|/ / | | | | | | | | | | When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle! This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached. This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
* | Removed the MapItems thread. Redirected the map items requests to the ↵Diva Canto2013-07-162-9/+45
| | | | | | | | services throttle thread. Didn't change anything in how that processor is implemented, for better or for worse.
* | Improvements to the ServiceThrottleModule: added a category and an itemid to ↵Diva Canto2013-07-163-11/+36
| | | | | | | | the interface, so that duplicate requests aren't enqueued more than once.
* | UserManagementModule: in the continuation, call the method that also looks ↵Diva Canto2013-07-161-2/+2
| | | | | | | | up the cache, because the resource may be here in the meantime
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-163-6/+12
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| * Attachments module only registers when enabled. This enables alternative ↵Dan Lake2013-07-163-6/+12
| | | | | | | | attachments module implementations. All calls to Scene.AttachmentsModule are checking for null. Ideally, if we support disabling attachments then we need a null attachments module to register with the scene.
* | Added config var to fiddle with the Interval for the service throttle threadDiva Canto2013-07-161-1/+4
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* Deleted a couple of verbose messagesDiva Canto2013-07-162-4/+2
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* Added IServiceThrottleModule.csDiva Canto2013-07-161-0/+11
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* Changed the name to ServiceThrottle/ServiceThrottleModule in order to ↵Diva Canto2013-07-161-0/+0
| | | | reflect its more generic nature.
* Eliminated the UserManagement/UserManagementModule throttle thread. Made the ↵Diva Canto2013-07-162-189/+148
| | | | other one generic, taking any continuation.
* In the pursuit of using less CPU: now trying to avoid blocking queues ↵Diva Canto2013-07-162-15/+120
| | | | altogether. Instead, this uses a timer. No sure if it's better or worse, but worth the try.
* Actually use DoubleQueue in UserManagement/UserManagementModuleDiva Canto2013-07-161-1/+1
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* High CPU hunt: try a different blocking queue, DoubleQueueDiva Canto2013-07-162-1/+3
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* revert last commit which seems to conflict with DoubleQueue internals. The ↵dahlia2013-07-161-10/+5
| | | | random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc
* add locking to internal queue in WebFetchInvDescModule; lack of which caused ↵dahlia2013-07-161-5/+10
| | | | a random crash in a load test yesterday