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* | fixed it so that the different types of trees now work (show up in the ↵ | MW | 2008-02-22 | 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. | |||||
* | Bugfixes - wasn't counting threads right++ | Tedd Hansen | 2008-02-22 | 3 | -17/+17 | |
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* | Minor annoying Exception-bug fixed | Tedd Hansen | 2008-02-22 | 2 | -2/+3 | |
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* | Execution threads are now shared between regions too. Default thread count ↵ | Tedd Hansen | 2008-02-22 | 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. | |||||
* | Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵ | Tedd Hansen | 2008-02-22 | 2 | -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 Hansen | 2008-02-22 | 3 | -6/+12 | |
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* | From this commit and a few hours into the future ScriptEngine will be unstable: | Tedd Hansen | 2008-02-22 | 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. | |||||
* | * Relative large ClientView refactoring of packet Events into .Net ↵ | Teravus Ovares | 2008-02-22 | 1 | -256/+686 | |
| | | | | recommended format. | |||||
* | Fixes to ScriptEngine thread cleanup on destructor | Tedd Hansen | 2008-02-21 | 4 | -17/+14 | |
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* | * Fixed an issue where the client thread was aborted before the UDP server ↵ | Teravus Ovares | 2008-02-21 | 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. | |||||
* | Update svn properties. | Jeff Ames | 2008-02-21 | 1 | -106/+106 | |
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* | * A few additional null checks in the Physics Scene and PhysicsActor so we ↵ | Teravus Ovares | 2008-02-21 | 2 | -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 Hansen | 2008-02-21 | 2 | -24/+22 | |
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* | "threads" command now works. I've added manual tracking of threads (only if ↵ | Tedd Hansen | 2008-02-21 | 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. | |||||
* | Remove a couple compiler warnings. | Jeff Ames | 2008-02-21 | 2 | -5/+5 | |
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* | * Properly guard against the possibility that CopyInventoryItem doesn't get ↵ | Justin Clarke Casey | 2008-02-20 | 1 | -5/+16 | |
| | | | | an asset back from the cache | |||||
* | * Eliminate AssetCache.CopyAsset() | Justin Clarke Casey | 2008-02-20 | 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). | |||||
* | Treads command lists threads, but not thread name (yet) | Tedd Hansen | 2008-02-20 | 1 | -7/+9 | |
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* | * Only count download requests for assets which are not already waiting for ↵ | Justin Clarke Casey | 2008-02-20 | 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 | |||||
* | div+ | Tedd Hansen | 2008-02-20 | 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. | |||||
* | * Found the land bug, yay | Teravus Ovares | 2008-02-20 | 2 | -5/+17 | |
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* | * Properly guard removal of asset request lists on AssetCache.AssetNotFound ↵ | Justin Clarke Casey | 2008-02-20 | 2 | -14/+16 | |
| | | | | (my own bug) | |||||
* | * Remove unused texture dictionaries from AssetCache | Justin Clarke Casey | 2008-02-20 | 2 | -48/+73 | |
| | | | | | | * Add documentation to AssetCache | |||||
* | Minor cleanup. | Jeff Ames | 2008-02-20 | 206 | -445/+345 | |
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* | Report command string on ConsoleBase.RunCommand exception | Justin Clarke Casey | 2008-02-20 | 2 | -3/+4 | |
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* | * Fixed a long standing race condition in physics events. Could this be ↵ | Teravus Ovares | 2008-02-20 | 1 | -3/+3 | |
| | | | | the source of the null on multicast_void: error? | |||||
* | llSetTimerEvent updated to use ticks instead of DateTime for internal timing. | Tedd Hansen | 2008-02-20 | 3 | -24/+41 | |
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* | * Report 'asset not found' situations back to UserTextureDownloadService | Justin Clarke Casey | 2008-02-20 | 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 | |||||
* | llSetTimerEvent was setting seconds as milliseconds causing major problems ↵ | Tedd Hansen | 2008-02-20 | 2 | -2/+2 | |
| | | | | in timed scripts... | |||||
* | * re-enabled AssetNotFound code | lbsa71 | 2008-02-20 | 2 | -92/+96 | |
| | | | | | | * turned script asset fetching asynchronous | |||||
* | Fixed big bug in AgentAssetTransactions, now don't seem to be getting any ↵ | MW | 2008-02-20 | 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.) | |||||
* | some changes to the initialising of AgentAssetTransactionModule to see if ↵ | MW | 2008-02-20 | 1 | -9/+23 | |
| | | | | they help with the xfer/grey avatar problems. | |||||
* | * just added a readonly and a comment | lbsa71 | 2008-02-20 | 2 | -2/+2 | |
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* | small change | MW | 2008-02-20 | 1 | -0/+11 | |
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* | * Added a few more packets to ClientView. Added tendons to the Skeletal ↵ | Teravus Ovares | 2008-02-20 | 4 | -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 ↵ | lbsa71 | 2008-02-20 | 4 | -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. | lbsa71 | 2008-02-20 | 1 | -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 Ovares | 2008-02-20 | 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. | |||||
* | * Made a quickupdate method to run through only entities that have scheduled ↵ | Teravus Ovares | 2008-02-20 | 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. | |||||
* | Doc correction | Justin Clarke Casey | 2008-02-19 | 1 | -1/+1 | |
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* | * Add documentation | Justin Clarke Casey | 2008-02-19 | 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. | |||||
* | Putting in eyecatcher lines on OpenSim start as we had previously. This ↵ | Justin Clarke Casey | 2008-02-19 | 1 | -1/+5 | |
| | | | | makes it easier to pick out a restart of OpenSim in an appended log file | |||||
* | Remove "Loading inventory" messages from item inventory loads | Justin Clarke Casey | 2008-02-19 | 3 | -15/+15 | |
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* | From: Michael Osias <mosias@us.ibm.com> | Sean Dague | 2008-02-19 | 10 | -197/+576 | |
| | | | | | | | | This patch implements the llSendRemoteData command and fixes mantis 552, and possibly 586. | |||||
* | * Adds limited support for each hollow type for the supported prim., Cube ↵ | Teravus Ovares | 2008-02-19 | 1 | -124/+192 | |
| | | | | | | | with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc. * More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client. | |||||
* | Playing "Name that thread". Adding names and isbackground=true to all ↵ | Tedd Hansen | 2008-02-19 | 9 | -7/+28 | |
| | | | | threads so it will be easier to debug. | |||||
* | *rawfile fix. | Teravus Ovares | 2008-02-19 | 1 | -1/+1 | |
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* | * This patch adds Prism support to the Meshmerizer. Prism is one of the ↵ | Teravus Ovares | 2008-02-19 | 2 | -1/+211 | |
| | | | | object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear. | |||||
* | * Committing Ahzz's patch number 620. | Teravus Ovares | 2008-02-19 | 1 | -135/+177 | |
| | | | | | | | * Description SQLITE Inventory Table locks. *Provided by Openlfiegrid.com * Provides missing inventory table locks in SQLite. | |||||
* | A bit more prominent sign of start up completion :-) thanks HashBox for the ↵ | Dalien Talbot | 2008-02-18 | 1 | -0/+15 | |
| | | | | ASCII! |