| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
|
|\ |
|
| | |
|
|/
|
|
| |
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
|\ |
|
| |\ |
|
| |\ \ |
|
| |\ \ \ |
|
| |\ \ \ \ |
|
| |\ \ \ \ \ |
|
| |\ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ |
|
| | | | | | | | | |
|
| |\ \ \ \ \ \ \ \ |
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
before attempting to access it.
|
| |\ \ \ \ \ \ \ \ \ |
|
| | | | | | | | | | | |
|
| |\ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ |
|
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
|
| | | | | | | | | | | | | | |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
promoting an agent to a root agent (logins and teleports). Changed to an async method
|
| |_|_|_|_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
(like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
ScriptDelayFactor in config
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
|
|/ / / / / / / / / / / / / / /
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
|
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
|
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
upped it to 30ms
* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
of the named constants for the rule selector.
Information provided by Snowcrash
|
| | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
File name is enforced to NOT be OpenSim.ini
|
| | |_|_|_|_|_|_|_|_|_|_|_|_|/
| |/| | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work
* Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
|
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
per-client back to per-scene
* Testing a fix from Jim to make the cpu usage fix cleaner
|