aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim (follow)
Commit message (Collapse)AuthorAgeFilesLines
* ScriptEngine works again (startup-nully-error gone)Tedd Hansen2008-02-224-19/+18
|
* One more: Async LSL command thread is also shared now.Tedd Hansen2008-02-224-248/+275
|
* * Converted the last of the events to the private delegate instance method ↵Teravus Ovares2008-02-225-62/+116
| | | | to avoid race conditions.
* * Downgrade texture exception to a warning.Justin Clarke Casey2008-02-221-4/+5
|
* Bugfixes - Scripting works againTedd Hansen2008-02-222-2/+17
|
* * Oops! Add missing interfaceJustin Clarke Casey2008-02-221-0/+44
|
* * Implement packet queue statisticsJustin Clarke Casey2008-02-223-10/+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
* Some misplaced code made scripts never start :)Tedd Hansen2008-02-221-14/+13
|
* Better timing of MaintenanceThread's tasks (uses less CPU)Tedd Hansen2008-02-221-20/+39
| | | | | | Updated OpenSim.ini.example
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-227-19/+40
| | | | instances to prevent event race conditions
* * Moved the EventManager over to delegate instances to prevent race conditions.Teravus Ovares2008-02-221-49/+104
|
* fixed it so that the different types of trees now work (show up in the ↵MW2008-02-221-1/+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.
* Bugfixes - wasn't counting threads right++Tedd Hansen2008-02-223-17/+17
|
* Minor annoying Exception-bug fixedTedd Hansen2008-02-222-2/+3
|
* Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen2008-02-223-242/+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.
* Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵Tedd Hansen2008-02-222-17/+28
| | | | | | | | per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts
* Now last commit will compile too... The features just keep on coming!Tedd Hansen2008-02-223-6/+12
|
* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-225-79/+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.
* * Relative large ClientView refactoring of packet Events into .Net ↵Teravus Ovares2008-02-221-256/+686
| | | | recommended format.
* Fixes to ScriptEngine thread cleanup on destructorTedd Hansen2008-02-214-17/+14
|
* * Fixed an issue where the client thread was aborted before the UDP server ↵Teravus Ovares2008-02-211-4/+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.
* Update svn properties.Jeff Ames2008-02-211-106/+106
|
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-212-11/+6
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* ScriptEngine changes in locking. Another step in direction of shared threads.Tedd Hansen2008-02-212-24/+22
|
* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-2116-7/+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.
* Remove a couple compiler warnings.Jeff Ames2008-02-212-5/+5
|
* * Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey2008-02-201-5/+16
| | | | an asset back from the cache
* * Eliminate AssetCache.CopyAsset()Justin Clarke Casey2008-02-202-58/+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).
* Treads command lists threads, but not thread name (yet)Tedd Hansen2008-02-201-7/+9
|
* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-205-20/+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
* div+Tedd Hansen2008-02-202-1/+14
| | | | | threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
* * Found the land bug, yayTeravus Ovares2008-02-202-5/+17
|
* * Properly guard removal of asset request lists on AssetCache.AssetNotFound ↵Justin Clarke Casey2008-02-202-14/+16
| | | | (my own bug)
* * Remove unused texture dictionaries from AssetCacheJustin Clarke Casey2008-02-202-48/+73
| | | | | | * Add documentation to AssetCache
* Minor cleanup.Jeff Ames2008-02-20206-445/+345
|
* Report command string on ConsoleBase.RunCommand exceptionJustin Clarke Casey2008-02-202-3/+4
|
* * Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares2008-02-201-3/+3
| | | | the source of the null on multicast_void: error?
* llSetTimerEvent updated to use ticks instead of DateTime for internal timing.Tedd Hansen2008-02-203-24/+41
|
* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-206-33/+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
* llSetTimerEvent was setting seconds as milliseconds causing major problems ↵Tedd Hansen2008-02-202-2/+2
| | | | in timed scripts...
* * re-enabled AssetNotFound codelbsa712008-02-202-92/+96
| | | | | | * turned script asset fetching asynchronous
* Fixed big bug in AgentAssetTransactions, now don't seem to be getting any ↵MW2008-02-201-4/+4
| | | | AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
* some changes to the initialising of AgentAssetTransactionModule to see if ↵MW2008-02-201-9/+23
| | | | they help with the xfer/grey avatar problems.
* * just added a readonly and a commentlbsa712008-02-202-2/+2
|
* small changeMW2008-02-201-0/+11
|
* * Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares2008-02-204-15/+303
| | | | Groups Module, made it shared to save on threads.
* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-204-75/+104
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Caught 'OPTIONS' verb in BaseHttpServer that would otherwise explode.lbsa712008-02-201-1/+17
| | | | | (There are actually other non-content requests too, but I didn't know what we wanted to do with them)
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-205-10/+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.
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-204-1/+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.