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* Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman2009-10-201-6/+8
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* Reverting the deletion of files related to texture sending until we figure ↵John Hurliman2009-10-206-0/+926
| | | | out exactly what is and isn't needed
* * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-203-11/+1
| | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
* * Removing cruft left over from the conversion to the new texture sending ↵John Hurliman2009-10-2012-1275/+45
| | | | | | and UDP code * Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
* * Optimized sending of terrain dataJohn Hurliman2009-10-192-155/+180
| | | | | * Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management) * Added a debug line when resent packets are being sent
* * Removed OpenSim.Data.NHibernateJohn Hurliman2009-10-193-6/+6
| | | | * Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
* Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-191-0/+4
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| * Forgot {} on last commit.Diva Canto2009-10-191-0/+2
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| * More instrumentation in physics.Diva Canto2009-10-191-0/+2
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-198-31/+49
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| * | Formatting cleanup.Jeff Ames2009-10-196-11/+11
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| * | Add support for display of the script compilation errors in the script editor'sMelanie2009-10-172-20/+38
| | | | | | | | | | | | | | | | | | debug pane. This will still use DEBUG_CHANNEL currently, since it is not fully implemented. This also removes the "Compiled successfully" message that pops up in the viewer.
* | | * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-1911-120/+117
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
* | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-182-1/+14
|\ \ | | | | | | | | | into prioritization
| * | A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-182-1/+14
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* | | * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-185-684/+398
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
* | | * Process the avatar terse update priority queue as soon as an update for ↵John Hurliman2009-10-181-40/+39
| | | | | | | | | | | | | | | | | | | | | our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block
* | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵John Hurliman2009-10-181-0/+3
| | | | | | | | | | | | decoded to allow garbage collection on it
* | | * Big performance increase in loading prims from the region database with MySQLJohn Hurliman2009-10-182-25/+50
| | | | | | | | | | | | | | | | | | * Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
* | | * Committing Nini.dll with the patch from #3773 appliedJohn Hurliman2009-10-171-1/+1
| | | | | | | | | | | | * Fixing a log message typo
* | | Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-177-20/+227
|/ / | | | | | | re-prioritizing updates
* | Wrapped the contents of the IncomingPacketHandler loop in a try/catch statementJohn Hurliman2009-10-171-2/+9
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* | Merge branch 'master' into prioritizationMelanie2009-10-171-0/+7
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| * Adds SendAvatarInterestsUpdate to IClientAPIMelanie2009-10-171-0/+7
| | | | | | | | Thank you, Fly-Man
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-3/+5
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| * * One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2009-10-162-4/+6
| | | | | | | | relogging.
| * * After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| | | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
* | Changing avatar movement updates to the Task throttle category until we get ↵John Hurliman2009-10-161-5/+6
| | | | | | | | finer grained prioritization of avatars vs. prims
* | More debugging of RegionCombinerModule.RegionLoaded() by making ↵John Hurliman2009-10-161-2/+6
| | | | | | | | RegionLoaded() a two line function
* | Prevent oversized packets from crashing the LLUDP server. It will now print ↵John Hurliman2009-10-161-5/+20
| | | | | | | | a friendly error message and drop the packet
* | * Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman2009-10-163-95/+35
| | | | | | | | | | | | increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge * Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-0/+11
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| * * fix previous commitTeravus Ovares (Dan Olivares)2009-10-161-1/+1
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| * * Ensure that at least 20 frames run before letting avatar in.Teravus Ovares (Dan Olivares)2009-10-161-0/+11
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* | * Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman2009-10-161-1/+2
| | | | | | | | | | | | statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-162-1/+22
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| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-162-1/+22
| | | | | | | | it will definitely get us closer to the root cause.
* | * Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman2009-10-163-37/+46
| | | | | | | | | | | | cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
* | Updating OpenSim.ini.example with the section required to enable a useful ↵John Hurliman2009-10-161-0/+2
| | | | | | | | prioritization scheme
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-163-12/+64
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| * Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensimMelanie2009-10-162-2/+33
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| | * * Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)2009-10-161-0/+1
| | | | | | | | | | | | RemoveFromPhysicalScene or we'll be leaking
| | * * Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+4
| | | | | | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
| | * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-162-2/+31
| | | | | | | | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
| * | Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie2009-10-161-5/+22
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| * * Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2009-10-152-5/+9
| | | | | | | | | | | | | | avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
* | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-1516-329/+320
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* | Replaced the update lists with a priority queue implementation in LLClientViewjjgreens2009-10-151-45/+179
| | | | | | | | | | | | | | Replaced the update lists with a priority queue implementation in LLClientView. The priority queues are based on the MinHeap implementation also included in this commit within the OpneSim.Framework namespace. Initially setup to exactly mimic the behavior beofre the change which was a first come first serve queue.
* | * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-159-68/+255
|/ | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-141-6/+6
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