Ooops, sorry there was a bug in the patch and causes an exception
on some system (I think it only happens on windows since it didn't
occur during my testin). I've attached a one liner which fixes the problem.
Minor tweak to a region migration SQL script for the OAR DateTime field - SQL Server syntax slightly different from MySQL (and there is no unsigned in MSSQL, sadly)
to be constantly pushed and popped uselessly, if you are not debugging packets. This showed some really big difference in a mock test, let's see how it behaves here.
Attached is a patch that changes the oar file saving of creation date/time to an integer
instead of a string. I did this after justincc emailed me saying there is a problem
with internationalisation doing it the old way and I said I'd fix it. Its been
tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
The new IRCd module causes an error when multiple instances of OpenSim
are run on the same machine; since the port number (6666) is hardcoded,
the second and subsequent instances crash upon startup because the port
is already in use. Attached is a patch which adds a Port specifier to the
[IRCd] section of the config file, which defaults to 6666 if not present.
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
be created as new style INI files.
This doesn't yet affect create region, but it does affect first starts of
OpenSim.exe
Because master avatars are slated to be replaced by estate owners, this now
allows regions to be created without any master avatar data.
I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
After noticing on several occasions that the thread counts
we see when running OpenSIm were bordering on the astronomical
I decided to seriously investigate.
After much poking I discovered that the problem is actually very
simple. The XEngine secition of the example ini says that the
timeout for an iden thread is in seconds, and an example value
of 60 is specified. In fact, this is actually resulting in a 60mS
idle timeout, which is not normally enough for a smart thread
to survive. I have added a multiplier to the XEngine constructor
so that the number now matches the published behavior.
bit of GetClientInfo that is actually used seems to be userEP as part of the
OSSL osGetAgentIP() script function. Now commented are the parts where
we serialize and copy out the *entire* packet queue of the client
(locking the packet handler in the process).
- uses Environment.TickCount for all timestamps (instead of more
costly Util.UnixTimeSinceEpoch()
- takes care of Environment.TickCount overflow (which will happens
after 24.8 days of system uptime)
- avoids instantiating List copies for each check
- gets rid of one lock() invocation
- moves calculation of loop invariant variable out of the loop itself
option for LLUDPServer. On windows .NET the default socket receive
buffer size is 8192 bytes, on recent linux systems it's about
111K. both value can be a bit small for an OpenSim instance serving
many clients. The socket receive buffer size can be configured via
an OpenSim.ini config option
- adds a general catch clause to LLUDPServer.OnReceivedData() to
prevent it submerging when an unexpected Exception occurs.
This change moves texture send processing out of the main
packet processing loop and moves it to a timer based
processing cycle.
Texture packets are sent to the client consistently over
time. The timer is discontinued whenever there are no
textures to transmit.
The behavior of the texture sending mechanism is controlled
by three variables in the LLCLient section of the config
file:
[1] TextureRequestRate (mS) determines how many times per second
texture send processing will occur. The default is 100mS.
[2] TextureSendLimit determines how many different textures
will be considered on each cycle. Textures are selected
by priority. The old mechanism specified a value of 10 for
this parameter and this is the default
[3] TextureDataLimit determines how many packets will be sent for
each of the selected textures. The old mechanism specified a
value of 5, so this is the default.
So the net effect is that TextureSendLimit*TextureDataLimit
packets will be sent every TextureRequestRate mS.
Once we have gotten a reasonable feeling for how these parameters
affect overall processing, it would be nice to autonmically manage
these values using information about the current status of the
region and network.
Note that this also resolves the pathologcal problem that
previously existed which was that a seated avatar generated very
few in-bound packets (theoretically) and would therefore be the
least able to retrieve the images being displayed by a
projector script.