Commit Graph

11033 Commits (30a2411e5816b3e0aa421e4537e554aa640c060f)

Author SHA1 Message Date
John Hurliman 06990b074c Allow the LLUDP server to run in either synchronous or asynchronous mode with a config setting, defaulting to synchronous mode 2009-10-14 16:48:27 -07:00
John Hurliman 82012ec4e3 * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow more tweaking in the future 2009-10-14 16:21:48 -07:00
Melanie 6bdd6ae0a0 Merge branch 'master' into htb-throttle 2009-10-14 23:31:38 +01:00
John Hurliman 1e9e9df0b3 * Switched to a plain lock for the ClientManager collections and protected the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
2009-10-14 14:25:58 -07:00
John Hurliman 25878d6828 * Added the "show connections" command to print out all of the currently tracked IClientAPIs 2009-10-14 13:00:42 -07:00
John Hurliman c033477d2f * Read scene_throttle_bps from the config file and use it
* Minor formatting cleanup
2009-10-14 11:52:48 -07:00
Justin Clark-Casey (justincc) c58713a3a5 Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim 2009-10-14 19:44:19 +01:00
John Hurliman 4b5a2f8c02 Merge branch 'htb-throttle' of ssh://opensimulator.org/var/git/opensim into htb-throttle 2009-10-14 11:44:17 -07:00
Justin Clark-Casey (justincc) 0cb0a28fde * minor: remove some mono compiler warnings 2009-10-14 19:43:56 +01:00
John Hurliman 0d2e6463d7 * Minimized the number of times textures are pulled off the priority queue
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well
* Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings
* Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
2009-10-14 11:43:31 -07:00
Diva Canto bea13e3709 Setting changeY in border crossing. 2009-10-14 11:01:46 -07:00
Melanie 3795cface2 Enable LSL dialogs to display group names properly 2009-10-14 17:39:38 +01:00
Melanie d83ace0d3b Merge branch 'master' into htb-throttle 2009-10-14 05:10:43 +01:00
Melanie db4cdc0961 Set the estate owner to be the master avatar if it's not set. 2009-10-14 04:18:59 +01:00
John Hurliman 4135b0c4dc * Split Task category into Task and State
* Crude prioritization hack
2009-10-13 19:45:38 -07:00
Dan Lake 5976ac16b0 Optimized heartbeat by calling Update() only on updated objects.
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame.

There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat.

In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
2009-10-13 19:32:59 -07:00
Teravus Ovares (Dan Olivares) 31a61bbeec * Fixes some prim crossings on megaregions with regions beyond the 512m mark
* There's a slight chance that this could cause a problem with regular prim crossings..   but hopefully not.     Revert if it does.
2009-10-13 22:03:53 -04:00
John Hurliman e8c1e69a0d * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count property and .Clear() method
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
2009-10-13 18:56:54 -07:00
John Hurliman dc11643c00 * Consolidated adding / removing ClientManager IClientAPIs to two places in Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
2009-10-13 17:33:45 -07:00
John Hurliman 395a8680c3 * Fixed a bug where clients were being added to ClientManager twice
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
2009-10-13 16:53:19 -07:00
John Hurliman 23a334b9f5 * Rewrote ClientManager to remove Lindenisms from OpenSim core, improve performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
2009-10-13 14:50:03 -07:00
John Hurliman c893761319 * Unregister event handlers in LLUDPServer when a client logs out and disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
2009-10-13 12:50:59 -07:00
John Hurliman f55b282078 Avoid checking m_clients collection twice when a UseCircuitCode packet is received 2009-10-13 11:28:08 -07:00
John Hurliman 82ace481c9 * Broke the circular reference between LLClientView and LLUDPClient. This should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients
* Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
2009-10-13 11:14:45 -07:00
John Hurliman 3828b3c0e8 * Eliminated unnecessary parameters from LLUDPServer.SendPacketData()
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
2009-10-13 10:38:35 -07:00
Diva Canto e3d5beebfb Better handling of missing assets. 2009-10-13 06:39:11 -07:00
Diva Canto f3d2192cd4 Better handling of missing assets. 2009-10-12 18:30:06 -07:00
Diva Canto 63ed605eba Stop the recurring texture requests for textures that truly don't exist. 2009-10-12 17:36:13 -07:00
Diva Canto 0cfbdf3894 Added this one file for the previous commit to work. 2009-10-12 17:01:03 -07:00
Diva Canto c0beeb929e * Fixes http://opensimulator.org/mantis/view.php?id=4225
* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
2009-10-12 17:00:01 -07:00
Melanie bf68dad643 0004246: [Patch] FlotsamAssetCache deep scan & cache
Thank you, mcortez.
2009-10-12 23:21:32 +01:00
Melanie 09cd2ac443 Stop null values from being returned on database queries 2009-10-12 20:46:19 +01:00
Melanie 170d2c4660 Merge branch 'master' into htb-throttle 2009-10-12 15:25:42 +01:00
Melanie 70553a979e Merge branch 'master' into vehicles 2009-10-12 15:12:15 +01:00
Melanie 50f509d600 Merge branch 'master' into vehicles 2009-10-12 15:11:01 +01:00
unknown fe0940a22f Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms) 2009-10-12 01:53:57 -07:00
Diva Canto ef6aa444bf Fixed tree crossing. This will alleviate
http://opensimulator.org/mantis/view.php?id=4163
2009-10-11 13:46:19 -07:00
Diva Canto 36dcfd2b80 * Changed logic of enabling LLProxyLoginModule to follow the new style -- true/false on the name, rather than gridmode=true.
* Better error messages on Add/Remove clients.
2009-10-11 10:23:16 -07:00
dahlia 7b4183d7a0 sync PrimMesher with r46 2009-10-11 02:12:17 -07:00
dahlia 41b27ef064 disambiguate System.Path (preparation for new PrimMesher) 2009-10-11 01:30:24 -07:00
Diva Canto 01783877ec Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim 2009-10-10 06:36:10 -07:00
Diva Canto 8030ed89b0 Use Util.UTF8 instead of creating a new heap object every time. 2009-10-10 06:35:31 -07:00
Melanie 5e6e31591c Merge branch 'master' into htb-throttle
This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
2009-10-10 10:26:47 +01:00
Melanie ef03b2d936 Fix selling objects 2009-10-10 10:18:16 +01:00
Teravus Ovares (Dan Olivares) 8271528b1f * comment out the velocity test, using updates every 500 ms as set in ScenePresence.AddToPhysicalScene.
* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10 04:01:36 -04:00
Teravus Ovares (Dan Olivares) 3f0dc88c46 Merge branch 'master' of ssh://MyConnection/var/git/opensim 2009-10-10 03:54:10 -04:00
Teravus Ovares (Dan Olivares) 4ffe936ba8 * Make ODECharacter respect the scene's requested collision update time
* Set the Scene collision update time to 500 ms
2009-10-10 03:53:53 -04:00
dahlia d7654c3bda Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for researching this. 2009-10-10 00:26:43 -07:00
Teravus Ovares (Dan Olivares) 5f94889044 * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This may reduce avatar flailing. 2009-10-10 01:49:06 -04:00
Teravus Ovares (Dan Olivares) 798bce592f * Move the 'On Collision Update Movement Animation' routine to above the 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway. 2009-10-10 01:16:34 -04:00