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* * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman2009-10-143-97/+155
| | | | more tweaking in the future
* * Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman2009-10-142-2/+4
| | | | | | the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
* * Added the "show connections" command to print out all of the currently ↵John Hurliman2009-10-141-1/+23
| | | | tracked IClientAPIs
* * Read scene_throttle_bps from the config file and use itJohn Hurliman2009-10-142-10/+5
| | | | * Minor formatting cleanup
* Merge branch 'htb-throttle' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-1414-128/+592
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| * Merge branch 'master' into htb-throttleMelanie2009-10-1414-128/+592
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| | * * Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)2009-10-132-25/+99
| | | | | | | | | | | | * There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
| | * Better handling of missing assets.Diva Canto2009-10-131-9/+16
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| | * Better handling of missing assets.Diva Canto2009-10-121-9/+23
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| | * Stop the recurring texture requests for textures that truly don't exist.Diva Canto2009-10-121-2/+2
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| | * Added this one file for the previous commit to work.Diva Canto2009-10-121-0/+37
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| | * * Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto2009-10-1210-62/+161
| | | | | | | | | | | | | | | * Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
| | * 0004246: [Patch] FlotsamAssetCache deep scan & cacheMelanie2009-10-121-37/+270
| | | | | | | | | | | | Thank you, mcortez.
* | | * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-147-67/+141
|/ / | | | | | | | | | | * OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
* | * Split Task category into Task and StateJohn Hurliman2009-10-132-30/+45
| | | | | | | | * Crude prioritization hack
* | Optimized heartbeat by calling Update() only on updated objects.Dan Lake2009-10-133-73/+52
| | | | | | | | | | | | | | | | During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
* | * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman2009-10-135-80/+103
| | | | | | | | | | | | | | | | | | property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
* | * Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman2009-10-136-71/+14
| | | | | | | | | | | | | | | | Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
* | * Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman2009-10-133-48/+41
| | | | | | | | | | | | * Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
* | * Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2009-10-1314-293/+151
| | | | | | | | | | | | | | | | performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
* | * Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman2009-10-136-259/+249
| | | | | | | | | | | | | | | | disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
* | Avoid checking m_clients collection twice when a UseCircuitCode packet is ↵John Hurliman2009-10-132-28/+30
| | | | | | | | received
* | * Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2009-10-132-59/+77
| | | | | | | | | | | | should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
* | * Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2009-10-132-6/+9
| | | | | | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
* | Merge branch 'master' into htb-throttleMelanie2009-10-125-77/+838
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| * Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown2009-10-121-1/+1
| | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
| * Fixed tree crossing. This will alleviateDiva Canto2009-10-111-56/+54
| | | | | | | | http://opensimulator.org/mantis/view.php?id=4163
| * * Changed logic of enabling LLProxyLoginModule to follow the new style -- ↵Diva Canto2009-10-111-2/+4
| | | | | | | | | | | | true/false on the name, rather than gridmode=true. * Better error messages on Add/Remove clients.
| * sync PrimMesher with r46dahlia2009-10-112-19/+782
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| * disambiguate System.Path (preparation for new PrimMesher)dahlia2009-10-111-1/+1
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* | Merge branch 'master' into htb-throttleMelanie2009-10-104-10/+31
|\ \ | |/ | | | | | | This is hand-edited to not let master changes creep into here and may cause a somewhat rocky merge to master later.
| * Fix selling objectsMelanie2009-10-101-4/+3
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| * * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-102-2/+7
| | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
| * Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-10-101-1/+1
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| | * Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia2009-10-101-1/+1
| | | | | | | | | | | | researching this.
| * | * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-103-3/+15
| |/ | | | | | | * Set the Scene collision update time to 500 ms
| * * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)2009-10-101-1/+1
| | | | | | | | may reduce avatar flailing.
| * * Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)2009-10-101-3/+8
| | | | | | | | 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
| * Slight variation on the locking scheme: now locking always, except the ↵Diva Canto2009-10-091-9/+9
| | | | | | | | ForEach, which gets a copy of the Array. I think the ForEach was the big gorilla.
| * This is to *try* to avoid the exception we are seeing repeatedly:Diva Canto2009-10-091-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | #13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag #13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection. # at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491 # at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404 # at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164 # at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
| * Putting this to exactly what it was yesterday around this time, so we can do ↵Diva Canto2009-10-092-182/+411
| | | | | | | | the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
* | * Changed the "Packet exceeded buffer size" log line to debug and include ↵John Hurliman2009-10-092-8/+5
| | | | | | | | | | | | the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be * Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
* | Merge branch 'master' into htb-throttleMelanie2009-10-092-8/+14
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| * Apply http://opensimulator.org/mantis/view.php?id=4066Justin Clark-Casey (justincc)2009-10-091-1/+1
| | | | | | | | | | If XEngine compile fails, show script name in error message in-world as well as the exception itself Thanks Luca Peck
| * * Apply http://opensimulator.org/mantis/view.php?id=3933Justin Clark-Casey (justincc)2009-10-091-7/+13
| | | | | | | | | | * Remove client servers when regions are closed or removed * Thanks randomhuman!
* | Slow down the packet receiving code again after new reports of thread storms.Melanie2009-10-091-4/+8
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* | Change the backup thread to run on a BackgroundWorker instead of a Thread. I ↵John Hurliman2009-10-091-4/+4
| | | | | | | | don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
* | Forgot to initialize m_writeLockJohn Hurliman2009-10-091-1/+1
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* | Added more debugging output to the "unrecognized source" warningJohn Hurliman2009-10-091-1/+2
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* | Calling .Close() on AutoResetEvent and ManualResetEvent (those classes ↵John Hurliman2009-10-092-2/+3
| | | | | | | | contain an unmanaged resource that will not automatically be disposed when they are GCed), and commenting out some ManualResetEvents that are not in use yet