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2009-10-14Set the estate owner to be the master avatar if it's not set.Melanie1-0/+6
2009-10-13* Split Task category into Task and StateJohn Hurliman3-34/+59
* Crude prioritization hack
2009-10-13Optimized heartbeat by calling Update() only on updated objects.Dan Lake3-73/+52
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
2009-10-13* Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)2-25/+99
* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
2009-10-13* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman7-94/+242
property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
2009-10-13* Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman10-77/+38
Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
2009-10-13* Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman5-59/+54
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
2009-10-13* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman20-329/+310
performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
2009-10-13* Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman8-410/+262
disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
2009-10-13Avoid checking m_clients collection twice when a UseCircuitCode packet is ↵John Hurliman2-28/+30
received
2009-10-13* Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2-59/+77
should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
2009-10-13* Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2-6/+9
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
2009-10-13Better handling of missing assets.Diva Canto1-9/+16
2009-10-12Better handling of missing assets.Diva Canto1-9/+23
2009-10-12Stop the recurring texture requests for textures that truly don't exist.Diva Canto1-2/+2
2009-10-12Added this one file for the previous commit to work.Diva Canto1-0/+37
2009-10-12* Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto11-62/+162
* Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
2009-10-120004246: [Patch] FlotsamAssetCache deep scan & cacheMelanie1-37/+270
Thank you, mcortez.
2009-10-12Stop null values from being returned on database queriesMelanie1-1/+4
2009-10-12Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown1-1/+1
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
2009-10-11Fixed tree crossing. This will alleviateDiva Canto1-56/+54
http://opensimulator.org/mantis/view.php?id=4163
2009-10-11* Changed logic of enabling LLProxyLoginModule to follow the new style -- ↵Diva Canto2-4/+6
true/false on the name, rather than gridmode=true. * Better error messages on Add/Remove clients.
2009-10-11sync PrimMesher with r46dahlia2-19/+782
2009-10-11disambiguate System.Path (preparation for new PrimMesher)dahlia1-1/+1
2009-10-10Use Util.UTF8 instead of creating a new heap object every time.Diva Canto1-5/+5
2009-10-10Fix selling objectsMelanie1-4/+3
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2-2/+7
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)3-3/+15
* Set the Scene collision update time to 500 ms
2009-10-10Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia1-1/+1
researching this.
2009-10-10* Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)1-1/+1
may reduce avatar flailing.
2009-10-10* Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)1-3/+8
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
2009-10-09Slight variation on the locking scheme: now locking always, except the ↵Diva Canto1-9/+9
ForEach, which gets a copy of the Array. I think the ForEach was the big gorilla.
2009-10-09* Changed the "Packet exceeded buffer size" log line to debug and include ↵John Hurliman2-8/+5
the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be * Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
2009-10-09A slight improvement on name fetching -- using the local name cache, since ↵Diva Canto1-0/+6
it exists.
2009-10-09This is to *try* to avoid the exception we are seeing repeatedly:Diva Canto1-0/+4
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag #13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection. # at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491 # at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404 # at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164 # at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
2009-10-09Use the cache, Luke!Diva Canto1-25/+8
2009-10-09Putting this to exactly what it was yesterday around this time, so we can do ↵Diva Canto2-182/+411
the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
2009-10-09Apply http://opensimulator.org/mantis/view.php?id=4066Justin Clark-Casey (justincc)1-1/+1
If XEngine compile fails, show script name in error message in-world as well as the exception itself Thanks Luca Peck
2009-10-09* Apply http://opensimulator.org/mantis/view.php?id=3933Justin Clark-Casey (justincc)1-7/+13
* Remove client servers when regions are closed or removed * Thanks randomhuman!
2009-10-09Adding a hair item to the default wearables, fixes newly created avatars ↵Rob Smart2-0/+8
appearing as a cloud
2009-10-09Slow down the packet receiving code again after new reports of thread storms.Melanie1-4/+8
2009-10-09Change the backup thread to run on a BackgroundWorker instead of a Thread. I ↵John Hurliman1-4/+4
don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
2009-10-09Forgot to initialize m_writeLockJohn Hurliman1-1/+1
2009-10-09Added more debugging output to the "unrecognized source" warningJohn Hurliman1-1/+2
2009-10-09Calling .Close() on AutoResetEvent and ManualResetEvent (those classes ↵John Hurliman5-5/+10
contain an unmanaged resource that will not automatically be disposed when they are GCed), and commenting out some ManualResetEvents that are not in use yet
2009-10-09* Added a lock object for the write functions in LLUDPClientCollection ↵John Hurliman3-210/+169
(immutable != concurrent write safety) * Allow the UDP server to bind to a user-specified port again * Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
2009-10-08Simplified LLUDPClientCollection from three collections down to one. This ↵John Hurliman3-95/+29
will prevent any potential problems from inconsistency between the internal collections
2009-10-08Fear the lockless LLUDP implementation!John Hurliman1-192/+60
2009-10-08Putting the lock back in TryGetValue.Diva Canto2-349/+349
2009-10-08Fork UDPBase from libOMV into opensimMelanie2-1/+341