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* Allow GetMesh capability to be served directly by a server like GetTextureJustin Clark-Casey (justincc)2014-11-251-18/+15
| | | | | To do this required GetMesh to be converted to a BaseStreamHandler Unlike GetTexture connector, no redirect URL functionality yet (this wasn't present in the first place).
* Start JobEngine by default in simulator for now.Justin Clark-Casey (justincc)2014-11-251-0/+2
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* If JobEngine is active, then use it to copy/rez attachments for an avatar ↵Justin Clark-Casey (justincc)2014-11-251-22/+62
| | | | | | | | | entering the scene that isn't initially logging on. This will execute tasks consecutively rather than concurrently. This has two aims 1) Reduce initial teleport failures when a foreign Hypergrid user enters a region by not holding up the teleport for attachment rez (this can be particularly costly when HG gets all assets in the object graph. 2) Reduce server load that may impact other simulator activities. This complements existing JobEngine options that perform initial login attachment rez and appearance send in consecutive tasks.
* Add an IConfigSource constructor to HGAssetBroker so that it can be ↵Justin Clark-Casey (justincc)2014-11-251-0/+7
| | | | instantiated directly for potentially handling some capabilities directly in services with HG active
* Fix an issue where specifying both max client and server outgoing UDP ↵Justin Clark-Casey (justincc)2014-11-257-73/+283
| | | | | | | | | | throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit. This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle. This would lead to a lower server multiplier than expected. This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active. This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active. This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
* Use automatic properties for Parent and TotalDripRequest in TokenBucket to ↵Justin Clark-Casey (justincc)2014-11-251-32/+21
| | | | make code analysis easier. No functional change.
* Remove the unnecessary intermediate total token bucket.Justin Clark-Casey (justincc)2014-11-252-15/+3
| | | | | This only had one child, which is the 'adaptive' token bucket. So from testing and currently analysis, we can use that bucket directly which simplifies the code.
* minor: remove warnings from unused fields in LocalGridServicesConnectorJustin Clark-Casey (justincc)2014-11-251-2/+2
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* minor: Remove unused field from EntityTransferModuleJustin Clark-Casey (justincc)2014-11-251-2/+0
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* minor: remove compiler warning from unused field in SimulatorFeaturesModuleJustin Clark-Casey (justincc)2014-11-251-2/+2
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* extend TestClientThrottleRegionLimited for 2 clients after testing 1. ↵Justin Clark-Casey (justincc)2014-11-251-25/+71
| | | | Renames to TestSingleClientThrottleRegionLimited()
* Add regression test TestClientThrottleRegionLimited() for testing simple ↵Justin Clark-Casey (justincc)2014-11-251-2/+50
| | | | behaviour of throttles where a region-wide total outbound limit is in place.
* factor out common throttle setting byte[] array construction in ThrottleTests.Justin Clark-Casey (justincc)2014-11-251-44/+43
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* Add regression test TestClientThrottleLimited() for throttle behaviour when ↵Justin Clark-Casey (justincc)2014-11-252-1/+64
| | | | a max client total limit is enforced server-side
* refactor: consistently put all test classes in the OpenSim.Tests.Common ↵Justin Clark-Casey (justincc)2014-11-2565-144/+0
| | | | | | package rather than some in OpenSim.Tests.Common.Mock the separate mock package was not useful and was just another using line to always add
* minor: disable logging in regression test TestClientThrottleSetNoLimitJustin Clark-Casey (justincc)2014-11-251-1/+1
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* minor: comment out unused method in regression BasicCircuitTestsJustin Clark-Casey (justincc)2014-11-251-17/+17
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* Add basic regression test ThrottleTests.TestClientThrottleSetNoLimitJustin Clark-Casey (justincc)2014-11-252-0/+114
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* refactor: Move test clientstack setup code out of BasicCircuitTests into ↵Justin Clark-Casey (justincc)2014-11-252-229/+12
| | | | OpenSim.Tests.Common.ClientStackHelpers
* Fix recent regression in "debug lludp throttles get" command that stopped it ↵Justin Clark-Casey (justincc)2014-11-251-2/+4
| | | | printing any information. Also fix max throttle displayed to be properly kbps
* minor: in "show server throttles", display unset if new client throttle ↵Justin Clark-Casey (justincc)2014-11-251-2/+6
| | | | value is not set rather than 0
* Add throttle-max option to "debug lludp throttles set" to allow runtime ↵Justin Clark-Casey (justincc)2014-11-251-2/+33
| | | | | | setting of default and existing client throttles. Doesn't yet adjust until clients submit new throttle settings.
* Change "debug lludp throttle *" commands to "debug lludp throttles" for ↵Justin Clark-Casey (justincc)2014-11-251-9/+9
| | | | | | consistency (and because I keep typing throttles). This will still work with "debug lludp throttle" anyway.
* Fix console set and get of max scene rate. Was performing wrong calculation ↵Justin Clark-Casey (justincc)2014-11-251-3/+3
| | | | - throttle buckets are set in bytes, not bits
* Eliminate 'max' throttle setting from server throttles report since this ↵Justin Clark-Casey (justincc)2014-11-251-9/+4
| | | | never applies.
* Allow "debug lludp throttle *" commands to work without a user name, in ↵Justin Clark-Casey (justincc)2014-11-251-21/+51
| | | | which case they apply to all users in the lludp server
* minor: add apparant total to logging when client sets throttlesJustin Clark-Casey (justincc)2014-11-251-2/+5
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* minor: fix bug in throttle logging where arguments were mismatchedJustin Clark-Casey (justincc)2014-11-251-1/+1
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* Add "debug lludp set scene-throttle-max <value>" console command to allow us ↵Justin Clark-Casey (justincc)2014-11-252-6/+40
| | | | to potentially set the scene max throttle on the fly.
* Move information about "server agent rate" throttles into "show server ↵Justin Clark-Casey (justincc)2014-11-252-39/+57
| | | | | | throttles" command rather than "show throttles" THis allows us to see the rates when no client is connected to the region.
* Add "show server throttles" command for showing server specific information ↵Justin Clark-Casey (justincc)2014-11-252-0/+26
| | | | | | | about throttles This is separate from the user-oriented "show throttles" command since one will often only want to know about varying client throttle settings. Currently displays max scene throttle and adaptive throttles config if set.
* Add OutgoingPacketsQueuedCount clientstack stat.Justin Clark-Casey (justincc)2014-11-252-0/+53
| | | | | | This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command. Gives some early indication of whether the simulator can't send all outgoing packets fast enough. Though then one would want to check that this isn't due to a few bad client connections.
* minor: Remove compiler warnings from unused fields in TokenBucketJustin Clark-Casey (justincc)2014-11-251-3/+0
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* refactor: Move LLUDPServer console commands into their own class.Justin Clark-Casey (justincc)2014-11-253-480/+539
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* refactor: rename "debug lludp throttle status" to "debug lludp throttle get" ↵Justin Clark-Casey (justincc)2014-11-251-6/+6
| | | | to match set command
* Add "debug lludp throttle set" command to allow setting of parameters at runtimeJustin Clark-Casey (justincc)2014-11-252-3/+52
| | | | Can currently only set adaptive true|false, where adaptive = false
* Eliminate a few unnecessary calculations in the maintenance loop.Justin Clark-Casey (justincc)2014-11-251-7/+17
| | | | Also uses wait event instead of sleep for periodicity control.
* Fix recent minor regression where the default frame time wasn't being set if ↵Justin Clark-Casey (justincc)2014-11-252-3/+2
| | | | | | there was no startup config section. Caused some regression tests to fail.
* If Bullet is running on its own thread, use a reset event to control timing ↵Justin Clark-Casey (justincc)2014-11-251-2/+9
| | | | | | | rather than a sleep. In theory, there should be no difference between these mechanisms. However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
* Improve frame time stability by taking a few unnecessary repeated ↵Justin Clark-Casey (justincc)2014-11-252-21/+42
| | | | | | calculations out of the main scene loop. Also uses a wait event to sleep rather than a Thread.Sleep to allow the loop to be interrupted in a more controlled manner when necessary.
* Make BulletSim thread be ThreadPriority.Highest if runningJustin Clark-Casey (justincc)2014-11-251-0/+2
| | | | | Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied For test purposes
* Make outboudn and packet inbox handling threads highest priority.Justin Clark-Casey (justincc)2014-11-252-0/+6
| | | | | Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied. For assessment purposes.
* Set ThreadPriority on main scene thread to highest.Justin Clark-Casey (justincc)2014-11-251-0/+1
| | | | This will only have an effect on Windows systems or mono with the (not recommended) mono-3.2.8 debug patch https://gist.github.com/justincc/31e52218d098529b4696 applied
* Temporarily add root agent rez attachments work to job engine if it is ↵Justin Clark-Casey (justincc)2014-11-251-4/+8
| | | | | | running rather than as a fire and forget. Experiment to see if serializing attachment rez and send initial data jobs improves other parts of sim performance.
* Add experimental job engine to see if queueing some existing async work ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | | | | | during root agent entry to a region improves perf rather than always attempting to execute everything concurrently Job engine is controlled via "debug jobengine start|stop|status". Can only currently be enabled and disabled dynamically at runtime. Currently only applies to code sending initial region data (objects, other avatar data) to a client.
* Temporary hack to disable av to av collisions in bulletsim.Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | Need to do this for a test. Final implementation will be properly controlled through a property.
* Small improvements to SimulatorFeaturesModule: (1) don't overwrite extras if ↵Diva Canto2014-11-221-1/+21
| | | | the grid response is invalid; (2) make the name of the config variable for destination guide consistent with the grid-wide name in LoginService; (3) account for the existence of a [USERID] in the destination guide URL
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2014-11-2117-33/+430
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| * LSL key should be implicitly cast to a boolean valueCinder2014-11-201-0/+10
| | | | | | | | Signed-off-by: James Hughes <jamesh@ascent.bluewallgroup.com>
| * refactor: capitalize SOP.moveToTarget() and stopMoveToTarget() in accordance ↵Justin Clark-Casey2014-11-192-4/+4
| | | | | | | | with code guidelines and the rest of the methods.