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* For monitoring purposes, start non-timeout tasks (which do not currently use ↵Justin Clark-Casey (justincc)2014-09-0511-65/+78
| | | | | | | a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout() The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc. Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
* Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2014-09-042-1/+3
| | | | | | have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
* For processing outbound http requests in the XMLRPCModule, start the thread ↵Justin Clark-Casey (justincc)2014-09-041-5/+4
| | | | through Watchdog for monitoring and stat purposes.
* Start long-lived thread in IRCConnector via watchdog rather than ↵Justin Clark-Casey (justincc)2014-09-041-13/+5
| | | | indepedently, so that it can be seen in "show threads" and stats
* Don't need to check separate physics status in bulletsim update since that ↵Justin Clark-Casey (justincc)2014-09-031-2/+3
| | | | | | method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown.
* Make bulletsim thread alarm if no update for 5 seconds.Justin Clark-Casey (justincc)2014-09-031-1/+4
| | | | The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
* minor: fix indenting from previous commit b08ab1eJustin Clark-Casey (justincc)2014-09-031-7/+7
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* If BulletSim is running on its own threads, start this thread via the thread ↵Justin Clark-Casey (justincc)2014-09-031-3/+8
| | | | | | | watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name.
* Cleanup some unused code and configuration entriesBlueWall2014-09-032-6/+2
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* Don't show the ScrLPS data twice in the WebStats based statistics page.Kevin Cozens2014-09-031-6/+0
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* Remove the 32 bit launchers as discussed at OpenSimulator Office Hour ↵BlueWall2014-09-037-461/+0
| | | | 9//2/14 http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2014-09-02. Find the binaries, sources and README in ./share/32BitLaunch if needed.
* Add [EntityTransfer] AllowAvatarCrossing setting to determine whether ↵Justin Clark-Casey (justincc)2014-09-032-1/+19
| | | | | | avatars are allowed to cross regions at all. Defaults to true. For test purposes.
* Fix recent regression from 473c5594 where camera started to judder on moving ↵Justin Clark-Casey (justincc)2014-09-022-18/+28
| | | | | | | vehicles. Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles. So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
* As per the LL grid, if an avatar is sitting then return it's velocity ↵Justin Clark-Casey (justincc)2014-08-301-0/+5
| | | | | | relative to the region rather than relative to its seat. Resolves http://opensimulator.org/mantis/view.php?id=7175
* As per the LL grid, for attachments make llGetObjectDetails() ↵Justin Clark-Casey (justincc)2014-08-301-1/+15
| | | | | | OBJECT_VELOCITY return the avatar's velocity and not always Vector3.Zero. This completes http://opensimulator.org/mantis/view.php?id=7177
* minor: fix wrong indentation in previous commit 0cc3cdJustin Clark-Casey (justincc)2014-08-301-1/+1
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* As per the LL grid, for attachments make llGetObjectDetails() OBJECT_ROT ↵Justin Clark-Casey (justincc)2014-08-301-4/+13
| | | | | | | return the avatar's rotation. This is already the behaviour of OBJECT_POS. Partially satisfies http://opensimulator.org/mantis/view.php?id=7177
* Fix issue where moving a seated avatar would not adjust their subsequent ↵Justin Clark-Casey (justincc)2014-08-301-1/+1
| | | | | | stand position. Addresses http://opensimulator.org/mantis/view.php?id=7299
* Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and ↵Justin Clark-Casey (justincc)2014-08-295-30/+26
| | | | | | | | | correct effect of STATUS_BLOCK_GRAB As per http://wiki.secondlife.com/wiki/LlSetStatus Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim. Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim. Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
* Ignore whitespace when reading serialized XML objects.Justin Clark-Casey (justincc)2014-08-299-241/+229
| | | | | | This was previously effectively being done by XmlDocument in the multiple passes through the XML. This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly. XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
* Fix recent regression test TestDeserializeXmlObjectWithOtherParts() which ↵Justin Clark-Casey (justincc)2014-08-291-1/+1
| | | | was not meant to indent the input xml
* Add regression test for deserializing xml objects with more than one ↵Justin Clark-Casey (justincc)2014-08-291-127/+406
| | | | non-root part.
* minor: Eliminate more unnecessary code copying individual parameters for ↵Justin Clark-Casey (justincc)2014-08-281-17/+19
| | | | Vector3 copying in Scene - this is not necessary as Vector3 is a value type
* On code section that rezzes single objects and attachments, reduce CPU use ↵Justin Clark-Casey (justincc)2014-08-285-71/+128
| | | | | | | | by reading asset XML a single time with a stream reader rather than multiple times. Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once). Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability" Optimization of other cases will follow if this change is successful.
* Don't allow update timer to invoke another scene update if the previous is ↵Justin Clark-Casey (justincc)2014-08-261-1/+10
| | | | still active.
* Remove race conditions from where SP.AbsolutePosition could change between ↵Justin Clark-Casey (justincc)2014-08-261-7/+4
| | | | the various property checks.
* Fix frame times when updating scene on timer.Justin Clark-Casey (justincc)2014-08-261-15/+17
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* Implement experimental non-default mechanism to update scene via a timer ↵Justin Clark-Casey (justincc)2014-08-264-67/+113
| | | | | | | | rather than a persistent thread with sleep. This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
* Remove database connection locking in MySQLXAssetData. This is unnecessary ↵Justin Clark-Casey (justincc)2014-08-221-186/+168
| | | | as connections aren't shared and transactions are already in place where necessary.
* Remove query locking in MySQLUserProfileData. This is not necessary as the ↵Justin Clark-Casey (justincc)2014-08-221-20/+8
| | | | connection is not shared.
* Remove some use of database connection locking from MySQLSimulationData - ↵Justin Clark-Casey (justincc)2014-08-221-318/+298
| | | | | | | | | this has not been necessary for some time as database connections are not shared. However, many locks remain since they may effectively be providing transactionality in some operations (e.g. prim updates across multiple tables). These are candidates for being replaced with proper database transactions, since this would not block unrelated operations (e.g. land save and object save) or unrelated operations on the same tables (e.g. storage of one linkset whilst another is being removed). In practice, any performance deg due to contention is probably rare and short lived as the major prim operations are performed in memory and only persisted some time afterwards.
* Remove lock in MySQLFramework. This is not necessary as the connection is ↵Justin Clark-Casey (justincc)2014-08-221-21/+12
| | | | not shared.
* Removing locking on requests in MySQLAssetData.Justin Clark-Casey (justincc)2014-08-221-161/+144
| | | | | | These locks are not necessary since the connection is taken from the underlying mysql pool and not shared. Such locking is already not done by some other parts of OpenSim.Data.MySQL. Pointed out by arribasim-dev
* Extend drop command to "debug lludp drop <in|out>..." to allow drop of ↵Justin Clark-Casey (justincc)2014-08-192-8/+44
| | | | | | inbound packets. For test/debug purposes.
* Add "debug lludp drop out <add|remove> <packet-name>" console command for ↵Justin Clark-Casey (justincc)2014-08-192-0/+76
| | | | | | | debug/test purposes. This drops all outbound packets that match a given packet name. Can currently only be applied to all connections in a scene.
* minor:Give console feedback when we sit or stand pCampbot bots.Justin Clark-Casey (justincc)2014-08-191-2/+16
| | | | Also only write console lines for actually connected bots.
* Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)2014-08-191-0/+19
| | | | Only present if OQRE is enabled
* Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)2014-08-193-5/+288
| | | | | | | | | | | on a controlled number of threads rather than the threadpool. Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
* Make LLUDPServer.Scene publicly gettable/privately settable instead of ↵Justin Clark-Casey (justincc)2014-08-193-49/+55
| | | | | | | protected so that other logging code in the clientstack can record more useful information Adds some commented out logging for use again in the future. No functional change.
* Prevent exception if inventory item in llGiveInventory() call doesn't exist.Kevin Cozens2014-08-181-0/+1
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* Don't allow the last behavior to be removed from a pCampbot botJustin Clark-Casey (justincc)2014-08-152-1/+4
| | | | If you want to stop existing behavious, add the None behaviour.
* Resolve a small race condition on removing bot behaviours that might leave ↵Justin Clark-Casey (justincc)2014-08-151-2/+3
| | | | | | | previous behaviour active Also closes behaviours on disconnect instead of interrupt, though this makes no practical difference. If existing behaviour is None, other added behavious will not take affect until None is removed (as this is an infinite wait until interrupted).
* If a user moves back in sight of a child region before the agent has been ↵Justin Clark-Casey (justincc)2014-08-153-7/+9
| | | | closed on teleport, don't unnecessarily resend all avatar and object data about that region.
* On teleport to a region that already has a child agent established (e.g. a ↵Justin Clark-Casey (justincc)2014-08-157-39/+50
| | | | | | neighbour) don't resend all the initial avatar and object data again. This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
* Added RestrictEmail to make llEmail only send to avatars email address if true.Kevin Cozens2014-08-141-0/+34
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* Make RootTerseUpdatePeriod and ChildTerseUpdatePeriod configurable in ↵Justin Clark-Casey (justincc)2014-08-141-0/+3
| | | | | | | | | | [InterestManagement] in OpenSim.ini for experimental purposes. If n > 1 for RootTerseUpdatePeriod only every n terse update is actually sent to observers on same region, unless velocity is effectively zero (to stop av drift). If n > 1 for ChildTerseUpdatePeriod only every n terse update is sent to observers in other regions, unless velocity is effectively zero. Defaults are same as before (all packets are sent). Tradeoff is reduction of UDP traffic vs fidelity of observed av mvmt. Increasing n > 1 leads to jerky observed mvmt immediateley for root, though not on child, where experimentally have gone to n = 4 before jerkiness is noticeable.
* Make some existing reprioritization values changeable outside the scene for ↵Justin Clark-Casey (justincc)2014-08-141-15/+18
| | | | | | test purposes, and use more consise property syntax. No functional change.
* Update OpenID server handler with proper interface. fixes ↵BlueWall2014-08-131-1/+1
| | | | http://opensimulator.org/mantis/view.php?id=7301
* On entity transfer of scene presence, replace polling sleep in ↵Justin Clark-Casey (justincc)2014-08-131-14/+13
| | | | | | | SP.WaitForUpdateAgent() with a triggered event instead. Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time. A triggered event is also slightly quicker as there is no maximum 200ms wait between polls.
* Remove redundant origin region lock in SP.CompleteMovement()Justin Clark-Casey (justincc)2014-08-131-6/+1
| | | | This is already going to be correctly set by WaitForUpdateAgent() earlier on in that method, which is always called where a callback to the originating region is required.