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2009-10-23* Changed various modules to not initialize timers unless the module is ↵John Hurliman7-31/+41
initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary * Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
2009-10-23* Change the way Util.FireAndForget() calls SmartThreadPool to avoid using a ↵John Hurliman1-1/+11
delegate (which STP appears to hold on to). This removes the slow leak I was seeing when using async_call_method=SmartThreadPool and stabilizes allocated memory for an idle OpenSim instance
2009-10-23* Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman6-24/+39
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system * Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler * Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
2009-10-23Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been ↵John Hurliman2-13/+28
removed and several new parameters have been added to [ClientStack.LindenUDP]
2009-10-23Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake1-2/+3
Inconsistent locking of ODE tainted prims
2009-10-23Inconsistent locking of SenseRepeaters in Script Engine.unknown1-8/+11
When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration. The attached patch locks SenseRepeatListLock in GetSerializationData()
2009-10-23Fix a glitch in a ROBUST messageMelanie1-1/+1
2009-10-23Implemented a "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman3-3/+78
equation to give double weight to prims/avatars in front of you
2009-10-23Adding the presence service skeletonMelanie3-0/+192
2009-10-23Uncommented the resend log line so the previous commit can be seen in actionJohn Hurliman1-1/+1
2009-10-23* Changed the max RTO value to 60 seconds to comply with RFC 2988John Hurliman2-1/+4
* Implemented section 5.5, exponential backoff of the RTO after a resend
2009-10-23Commented out noisy debugging about resent packets (normal) and agents ↵John Hurliman2-3/+3
setting throttles (normal)
2009-10-23Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman13-284/+308
avoiding locking and copying the list each time it is accessed
2009-10-22* Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)2-26/+28
consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
2009-10-22* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman2-23/+23
which is right * Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22Forgot to hit save in the last commitJohn Hurliman1-1/+1
2009-10-22* Sending (position - hipoffset) instead of positionJohn Hurliman1-5/+2
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman17-120/+306
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
2009-10-22Commented out instrumentation in ODEPrim.csKittoFlora1-0/+8
2009-10-22Terrible typo in the previous commit!John Hurliman1-1/+1
2009-10-22* Added a check if Util.m_ThreadPool is null before trying to use it, and if ↵John Hurliman1-13/+7
so initialize it to sane defaults * Simplified the InitThreadPool() function
2009-10-22Correct version number after mergeMelanie1-2/+2
2009-10-22Fixing the patch to the patchSnowcrash1-3/+6
2009-10-22Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParamsSnowcrash1-3/+4
2009-10-22Add copyright header. Formatting cleanup.Jeff Ames2-1/+28
2009-10-22A synchronous call to the messaging server was blocking the process of ↵John Hurliman1-1/+7
promoting an agent to a root agent (logins and teleports). Changed to an async method
2009-10-22* Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman2-6/+13
(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."
2009-10-22Remove the "mel_t" from version stringMelanie1-1/+1
2009-10-21* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman8-36/+70
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
2009-10-22Make the LSL scripting delays take full effect. To tune, tweat theMelanie1-56/+49
ScriptDelayFactor in config
2009-10-22Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie2-2/+2
2009-10-22Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie2-12/+24
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-21* Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman5-61/+120
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)
2009-10-22Mark new versionMelanie1-1/+1
2009-10-21* Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and ↵John Hurliman4-18/+8
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()
2009-10-21* FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman3-38/+16
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
2009-10-21* Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman3-41/+63
per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
2009-10-21Testing out a hack to identify the source of the high cpu usageJohn Hurliman1-0/+3
2009-10-21Removing the Sleep(0) call from the OutgoingPacketHandlerJohn Hurliman1-6/+3
2009-10-21* Handle UseCircuitCode packets asynchronously. Adding an agent to a scene ↵John Hurliman3-13/+49
can take several seconds, and was blocking up packet handling in the meantime * Clamp retransmission timeout values between three and 10 seconds * Log outgoing time for a packet right after it is sent instead of well before * Loop through the entire UnackedPacketCollection when looking for expired packets
2009-10-21Fix llParticleSystem to accept LSL variables and LSL constants in placeMelanie1-1/+1
of the named constants for the rule selector. Information provided by Snowcrash
2009-10-21* Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman4-208/+126
tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless * Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked * Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
2009-10-21Patch by mcortez: Remove lock from scene presence updating in groups moduleMelanie1-9/+7
2009-10-21Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the ↵John Hurliman1-7/+7
same category
2009-10-21Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman4-50/+121
handling with an interruptible wait handle
2009-10-21Fix web map retrieval for regions configured via .iniMelanie1-2/+3
2009-10-21Really make module port selection work. Implement port setting inMelanie3-7/+42
LLProxyLoginModule.
2009-10-20* Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman5-10/+235
the case where no scripting engine is enabled * Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
2009-10-20* Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman2-94/+34
being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-20* Removed the throttle speed optimizations to see if it brings stability backJohn Hurliman2-72/+69
* Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis