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2009-10-19* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman12-128/+127
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
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman8-802/+494
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
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2-1/+14
2009-10-18* Process the avatar terse update priority queue as soon as an update for ↵John Hurliman1-40/+39
our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block
2009-10-18Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵John Hurliman1-0/+3
decoded to allow garbage collection on it
2009-10-18* Big performance increase in loading prims from the region database with MySQLJohn Hurliman4-158/+190
* 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
2009-10-17* Committing Nini.dll with the patch from #3773 appliedJohn Hurliman1-1/+1
* Fixing a log message typo
2009-10-17Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman11-20/+267
re-prioritizing updates
2009-10-17Wrapped the contents of the IncomingPacketHandler loop in a try/catch statementJohn Hurliman1-2/+9
2009-10-17Added a description for RegionTypeJohn Hurliman1-1/+1
2009-10-17Adds SendAvatarInterestsUpdate to IClientAPIMelanie3-0/+14
Thank you, Fly-Man
2009-10-17Re-rename ProductName back to it's original RegionTypeMelanie1-16/+16
2009-10-17Add ProductName to RegionInfo (for search)Melanie1-1/+23
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2-4/+6
relogging.
2009-10-16* After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)1-1/+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.
2009-10-16Changing avatar movement updates to the Task throttle category until we get ↵John Hurliman1-5/+6
finer grained prioritization of avatars vs. prims
2009-10-16More debugging of RegionCombinerModule.RegionLoaded() by making ↵John Hurliman1-2/+6
RegionLoaded() a two line function
2009-10-16Changing the region module loading foreach loops to typecast things to the ↵John Hurliman1-3/+3
IRegionModuleBase interface where AddRegion(), RegionLoaded(), etc. actually exist. Shot in the dark at fixing the Mono issue
2009-10-16Reverting the previous ugly hack and replacing it with try/catch statements ↵John Hurliman1-10/+4
for each RegionLoaded() call. This probably won't fix nebadon's crash, but it seems like a good idea
2009-10-16A very ugly and temporary hack to disable the RegionCombinerModule ↵John Hurliman1-2/+9
RegionLoaded from firing for testing
2009-10-16Adding noisy debug for nebadonJohn Hurliman1-0/+1
2009-10-16Converted FireAndForget methods to use a singleton pattern to attempt to ↵John Hurliman1-2/+21
work around a Mono bug with nested delegates
2009-10-16Prevent oversized packets from crashing the LLUDP server. It will now print ↵John Hurliman1-5/+20
a friendly error message and drop the packet
2009-10-16* Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman3-95/+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
2009-10-16* fix previous commitTeravus Ovares (Dan Olivares)1-1/+1
2009-10-16* Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman2-7/+16
statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
2009-10-16* Ensure that at least 20 frames run before letting avatar in.Teravus Ovares (Dan Olivares)1-0/+11
2009-10-16* Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman4-37/+51
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
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2-1/+22
it will definitely get us closer to the root cause.
2009-10-16Updating OpenSim.ini.example with the section required to enable a useful ↵John Hurliman1-0/+2
prioritization scheme
2009-10-16Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie1-5/+22
2009-10-16* Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)1-0/+1
RemoveFromPhysicalScene or we'll be leaking
2009-10-16* Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)1-3/+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.
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2-2/+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.
2009-10-15Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman20-402/+573
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
2009-10-15Replaced the update lists with a priority queue implementation in LLClientViewjjgreens2-45/+554
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.
2009-10-15* Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman9-68/+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)
2009-10-15* Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2-5/+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.
2009-10-14* Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman4-11/+12
MySQLAssetData with Utils.DateTimeToUnixTime() * Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode * Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
2009-10-14Moved some code up to AddRegion, so that other modules that depend on it ↵Diva Canto1-6/+6
don't crash. This code needs to be removed as soon as user services is refactored.
2009-10-14Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman2-6/+29
with a config setting, defaulting to synchronous mode
2009-10-14* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman4-102/+161
more tweaking in the future
2009-10-14* Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman3-71/+85
the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
2009-10-14* Added the "show connections" command to print out all of the currently ↵John Hurliman1-1/+23
tracked IClientAPIs
2009-10-14* Read scene_throttle_bps from the config file and use itJohn Hurliman2-10/+5
* Minor formatting cleanup
2009-10-14* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2-4/+4
2009-10-14* Minimized the number of times textures are pulled off the priority queueJohn Hurliman8-73/+152
* 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
2009-10-14Setting changeY in border crossing.Diva Canto1-0/+1
2009-10-14Enable LSL dialogs to display group names properlyMelanie1-0/+10
2009-10-14Set the estate owner to be the master avatar if it's not set.Melanie1-0/+6