Merge branch 'master' into careminster

avinationmerge
Melanie 2013-02-10 20:01:51 +00:00
commit 12f732fd3f
4 changed files with 58 additions and 8 deletions

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@ -65,6 +65,7 @@ what it is today.
* A_Biondi
* alex_carnell
* Alan Webb (IBM)
* Allen Kerensky
* BigFootAg
* BlueWall Slade
* brianw/Sir_Ahzz

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@ -102,17 +102,50 @@ namespace OpenSim
m_log.InfoFormat(
"[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset");
// Increase the number of IOCP threads available. Mono defaults to a tragically low number
// Verify the Threadpool allocates or uses enough worker and IO completion threads
// .NET 2.0 workerthreads default to 50 * numcores
// .NET 3.0 workerthreads defaults to 250 * numcores
// .NET 4.0 workerthreads are dynamic based on bitness and OS resources
// Max IO Completion threads are 1000 on all 3 CLRs.
int workerThreadsMin = 500;
int workerThreadsMax = 1000; // may need further adjustment to match other CLR
int iocpThreadsMin = 1000;
int iocpThreadsMax = 2000; // may need further adjustment to match other CLR
int workerThreads, iocpThreads;
System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} worker threads and {1} IOCP threads", workerThreads, iocpThreads);
if (workerThreads < 500 || iocpThreads < 1000)
if (workerThreads < workerThreadsMin)
{
workerThreads = 500;
iocpThreads = 1000;
m_log.Info("[OPENSIM MAIN]: Bumping up to 500 worker threads and 1000 IOCP threads");
System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads);
workerThreads = workerThreadsMin;
m_log.InfoFormat("[OPENSIM MAIN]: Bumping up to worker threads to {0}",workerThreads);
}
if (workerThreads > workerThreadsMax)
{
workerThreads = workerThreadsMax;
m_log.InfoFormat("[OPENSIM MAIN]: Limiting worker threads to {0}",workerThreads);
}
// Increase the number of IOCP threads available.
// Mono defaults to a tragically low number (24 on 6-core / 8GB Fedora 17)
if (iocpThreads < iocpThreadsMin)
{
iocpThreads = iocpThreadsMin;
m_log.InfoFormat("[OPENSIM MAIN]: Bumping up IO completion threads to {0}",iocpThreads);
}
// Make sure we don't overallocate IOCP threads and thrash system resources
if ( iocpThreads > iocpThreadsMax )
{
iocpThreads = iocpThreadsMax;
m_log.InfoFormat("[OPENSIM MAIN]: Limiting IO completion threads to {0}",iocpThreads);
}
// set the resulting worker and IO completion thread counts back to ThreadPool
if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) )
{
m_log.InfoFormat("[OPENSIM MAIN]: Threadpool set to {0} worker threads and {1} IO completion threads", workerThreads, iocpThreads);
}
else
{
m_log.Info("[OPENSIM MAIN]: Threadpool reconfiguration failed, runtime defaults still in effect.");
}
// Check if the system is compatible with OpenSimulator.
// Ensures that the minimum system requirements are met

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@ -5865,8 +5865,13 @@ Environment.Exit(1);
if (banned)
{
reason = "No suitable landing point found";
return false;
if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
{
reason = "No suitable landing point found";
return false;
}
reason = "Administrative access only";
return true;
}
}
}

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@ -4269,6 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes
(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
{
if (GodLevel < 200 &&
((!m_scene.Permissions.IsGod(m_uuid) &&
!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
@ -4277,7 +4278,14 @@ namespace OpenSim.Region.Framework.Scenes
{
SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
if (spawnPoints.Length == 0)
{
if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
{
pos.X = 128.0f;
pos.Y = 128.0f;
}
return;
}
int index;
bool selected = false;
@ -4286,6 +4294,8 @@ namespace OpenSim.Region.Framework.Scenes
{
case "random":
if (spawnPoints.Length == 0)
return;
do
{
index = Util.RandomClass.Next(spawnPoints.Length - 1);
@ -4297,6 +4307,7 @@ namespace OpenSim.Region.Framework.Scenes
// SpawnPoint sp = spawnPoints[index];
ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
if (land == null || land.IsEitherBannedOrRestricted(UUID))
selected = false;
else