From 4847e62e9fd1cd473cc180220a379efba93f94a6 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 26 Oct 2009 16:33:04 -0700 Subject: * Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva --- bin/OpenSim.ini.example | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'bin/OpenSim.ini.example') diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 9ee9829..2adc87f 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -44,6 +44,13 @@ ; performance on .NET/Windows ;async_call_method = SmartThreadPool + ; There are several operations on large collections (such as + ; the current avatar list) that can be run synchronously or + ; in parallel. Running in parallel should increase performance + ; on a multi-core system, but will make debugging more + ; difficult if something deadlocks or times out + use_async_when_possible = true + ; Max threads to allocate on the FireAndForget thread pool ; when running with the SmartThreadPool option above MaxPoolThreads = 15 -- cgit v1.1