| Commit message (Collapse) | Author | Age | Files | Lines |
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The changes don't seem to be ready for prime time.
This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
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whole linkset.
Override physical property setting for BSLinksetCompound as there are
not children to the compound spape.
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and start changing the logic to handle the base prim as a complex
object (ie, a linkset).
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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.
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PhysicsScene and PhysicsActor.
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the equation. (head rotation was the problematic one)
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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.
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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)
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- 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
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observations about AgentUpdates.
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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.
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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.
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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.
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threads are started/stopped
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stop out" from actually doing anything
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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.
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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.
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requests timeout in 60 secs.
There's plenty of room for improvement in handling the EQs. Some other time...
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a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
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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.
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to avoid kicking the wrong user or multiple wrong users.
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history:"
This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce.
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before the first simulator step.
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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.
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services throttle thread. Didn't change anything in how that processor is implemented, for better or for worse.
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the interface, so that duplicate requests aren't enqueued more than once.
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up the cache, because the resource may be here in the meantime
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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.
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reflect its more generic nature.
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other one generic, taking any continuation.
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altogether. Instead, this uses a timer. No sure if it's better or worse, but worth the try.
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random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc
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a random crash in a load test yesterday
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