| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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don't crash. This code needs to be removed as soon as user services is refactored.
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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
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htb-throttle
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with a config setting, defaulting to synchronous mode
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more tweaking in the future
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the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
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tracked IClientAPIs
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* Minor formatting cleanup
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htb-throttle
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* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
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* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
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Thank you, mcortez.
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* 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
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* Crude prioritization hack
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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.
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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
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Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
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* 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
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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)
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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
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received
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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
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* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
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This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
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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
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don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
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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
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(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
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will prevent any potential problems from inconsistency between the internal collections
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