Commit message (Collapse) | Author | Files | Lines | ||
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2008-02-22 | * Downgrade texture exception to a warning. | Justin Clarke Casey | 1 | -4/+5 | |
2008-02-22 | Bugfixes - Scripting works again | Tedd Hansen | 2 | -2/+17 | |
2008-02-22 | * Oops! Add missing interface | Justin Clarke Casey | 1 | -0/+44 | |
2008-02-22 | * Implement packet queue statistics | Justin Clarke Casey | 3 | -10/+124 | |
* This will show the packets waiting in each queue for each client logged into a region server * These are displayed using 'show stats' on the region command line * This is in pursuit of a memory leak. * This will require a prebuild | |||||
2008-02-22 | Some misplaced code made scripts never start :) | Tedd Hansen | 1 | -14/+13 | |
2008-02-22 | Better timing of MaintenanceThread's tasks (uses less CPU) | Tedd Hansen | 1 | -20/+39 | |
Updated OpenSim.ini.example | |||||
2008-02-22 | * Moved all events except gridcomms and regioncomms over to Event Delegate ↵ | Teravus Ovares | 7 | -19/+40 | |
instances to prevent event race conditions | |||||
2008-02-22 | * Moved the EventManager over to delegate instances to prevent race conditions. | Teravus Ovares | 1 | -49/+104 | |
2008-02-22 | fixed it so that the different types of trees now work (show up in the ↵ | MW | 1 | -1/+5 | |
clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees. | |||||
2008-02-22 | Bugfixes - wasn't counting threads right++ | Tedd Hansen | 3 | -17/+17 | |
2008-02-22 | Minor annoying Exception-bug fixed | Tedd Hansen | 2 | -2/+3 | |
2008-02-22 | Execution threads are now shared between regions too. Default thread count ↵ | Tedd Hansen | 3 | -242/+229 | |
regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server. But, this is totally completely untested. So it probably won't work for another patch or five. | |||||
2008-02-22 | Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵ | Tedd Hansen | 2 | -17/+28 | |
per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts | |||||
2008-02-22 | Now last commit will compile too... The features just keep on coming! | Tedd Hansen | 3 | -6/+12 | |
2008-02-22 | From this commit and a few hours into the future ScriptEngine will be unstable: | Tedd Hansen | 5 | -79/+87 | |
* Speeding up ScriptEngine shutdown * Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution) You can choose more script exec threads if you want of course. In this commit: Sharing maintenance thread between all regions. | |||||
2008-02-22 | * Relative large ClientView refactoring of packet Events into .Net ↵ | Teravus Ovares | 1 | -256/+686 | |
recommended format. | |||||
2008-02-21 | Fixes to ScriptEngine thread cleanup on destructor | Tedd Hansen | 4 | -17/+14 | |
2008-02-21 | * Fixed an issue where the client thread was aborted before the UDP server ↵ | Teravus Ovares | 1 | -4/+11 | |
sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread) * This update might make things better, it might expose another issue. | |||||
2008-02-21 | Update svn properties. | Jeff Ames | 1 | -106/+106 | |
2008-02-21 | * A few additional null checks in the Physics Scene and PhysicsActor so we ↵ | Teravus Ovares | 2 | -11/+6 | |
don't try to enumerate dead null ODECharacter objects when things get *really* slow. | |||||
2008-02-21 | ScriptEngine changes in locking. Another step in direction of shared threads. | Tedd Hansen | 2 | -24/+22 | |
2008-02-21 | "threads" command now works. I've added manual tracking of threads (only if ↵ | Tedd Hansen | 16 | -7/+149 | |
compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging. | |||||
2008-02-21 | Remove a couple compiler warnings. | Jeff Ames | 2 | -5/+5 | |
2008-02-20 | * Properly guard against the possibility that CopyInventoryItem doesn't get ↵ | Justin Clarke Casey | 1 | -5/+16 | |
an asset back from the cache | |||||
2008-02-20 | * Eliminate AssetCache.CopyAsset() | Justin Clarke Casey | 2 | -58/+30 | |
* Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved). | |||||
2008-02-20 | Treads command lists threads, but not thread name (yet) | Tedd Hansen | 1 | -7/+9 | |
2008-02-20 | * Only count download requests for assets which are not already waiting for ↵ | Justin Clarke Casey | 5 | -20/+22 | |
data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report | |||||
2008-02-20 | div+ | Tedd Hansen | 2 | -1/+14 | |
threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running. | |||||
2008-02-20 | * Found the land bug, yay | Teravus Ovares | 2 | -5/+17 | |
2008-02-20 | * Properly guard removal of asset request lists on AssetCache.AssetNotFound ↵ | Justin Clarke Casey | 2 | -14/+16 | |
(my own bug) | |||||
2008-02-20 | * Remove unused texture dictionaries from AssetCache | Justin Clarke Casey | 2 | -48/+73 | |
* Add documentation to AssetCache | |||||
2008-02-20 | Minor cleanup. | Jeff Ames | 206 | -445/+345 | |
2008-02-20 | Report command string on ConsoleBase.RunCommand exception | Justin Clarke Casey | 2 | -3/+4 | |
2008-02-20 | * Fixed a long standing race condition in physics events. Could this be ↵ | Teravus Ovares | 1 | -3/+3 | |
the source of the null on multicast_void: error? | |||||
2008-02-20 | llSetTimerEvent updated to use ticks instead of DateTime for internal timing. | Tedd Hansen | 3 | -24/+41 | |
2008-02-20 | * Report 'asset not found' situations back to UserTextureDownloadService | Justin Clarke Casey | 6 | -33/+91 | |
* This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets | |||||
2008-02-20 | llSetTimerEvent was setting seconds as milliseconds causing major problems ↵ | Tedd Hansen | 2 | -2/+2 | |
in timed scripts... | |||||
2008-02-20 | * re-enabled AssetNotFound code | lbsa71 | 2 | -92/+96 | |
* turned script asset fetching asynchronous | |||||
2008-02-20 | Fixed big bug in AgentAssetTransactions, now don't seem to be getting any ↵ | MW | 1 | -4/+4 | |
AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.) | |||||
2008-02-20 | some changes to the initialising of AgentAssetTransactionModule to see if ↵ | MW | 1 | -9/+23 | |
they help with the xfer/grey avatar problems. | |||||
2008-02-20 | * just added a readonly and a comment | lbsa71 | 2 | -2/+2 | |
2008-02-20 | small change | MW | 1 | -0/+11 | |
2008-02-20 | * Added a few more packets to ClientView. Added tendons to the Skeletal ↵ | Teravus Ovares | 4 | -15/+303 | |
Groups Module, made it shared to save on threads. | |||||
2008-02-20 | * Fixed xml loading bug (the xml was scheduled for update before added to a ↵ | lbsa71 | 4 | -75/+104 | |
scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache | |||||
2008-02-20 | * Caught 'OPTIONS' verb in BaseHttpServer that would otherwise explode. | lbsa71 | 1 | -1/+17 | |
(There are actually other non-content requests too, but I didn't know what we wanted to do with them) | |||||
2008-02-20 | * Cleanup of some memory consuming items on ScenePresence.Close(). | Teravus Ovares | 5 | -10/+78 | |
* Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory. | |||||
2008-02-20 | * Made a quickupdate method to run through only entities that have scheduled ↵ | Teravus Ovares | 4 | -1/+55 | |
themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method. | |||||
2008-02-19 | Doc correction | Justin Clarke Casey | 1 | -1/+1 | |
2008-02-19 | * Add documentation | Justin Clarke Casey | 3 | -16/+112 | |
* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender * Rectifying this is not straightfoward, but this will constitute the next patch. * This does not explain the memory leak. | |||||
2008-02-19 | Putting in eyecatcher lines on OpenSim start as we had previously. This ↵ | Justin Clarke Casey | 1 | -1/+5 | |
makes it easier to pick out a restart of OpenSim in an appended log file |