Justin Clarke Casey
3994a96783
* Oops! Add missing interface
2008-02-22 20:56:28 +00:00
Justin Clarke Casey
30eea2618d
* Implement packet queue statistics
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* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
2008-02-22 20:50:30 +00:00
Tedd Hansen
e741dcde6a
Some misplaced code made scripts never start :)
2008-02-22 20:06:44 +00:00
Tedd Hansen
0fb4374c1a
Better timing of MaintenanceThread's tasks (uses less CPU)
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Updated OpenSim.ini.example
2008-02-22 19:46:13 +00:00
Teravus Ovares
582964800c
* Moved all events except gridcomms and regioncomms over to Event Delegate instances to prevent event race conditions
2008-02-22 19:44:46 +00:00
Teravus Ovares
ddffcb4673
* Moved the EventManager over to delegate instances to prevent race conditions.
2008-02-22 19:08:24 +00:00
MW
b842ab3927
fixed it so that the different types of trees now work (show up in the 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.
2008-02-22 18:27:08 +00:00
Tedd Hansen
42bcd76b36
Bugfixes - wasn't counting threads right++
2008-02-22 16:15:08 +00:00
Tedd Hansen
879a260498
Minor annoying Exception-bug fixed
2008-02-22 14:53:26 +00:00
Tedd Hansen
a43bb10000
Execution threads are now shared between regions too. Default thread count regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
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But, this is totally completely untested. So it probably won't work for another patch or five.
2008-02-22 14:09:38 +00:00
Tedd Hansen
3bb0fe098f
Maintenance thread in charge of loading/unloading of scripts. 1 thread less per region.
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Total so far: 2 threads less per region
Note: Currently causes delay in load/unload of scripts
2008-02-22 13:23:45 +00:00
Tedd Hansen
9f7366210a
Now last commit will compile too... The features just keep on coming!
2008-02-22 13:15:01 +00:00
Tedd Hansen
a040008cb9
From this commit and a few hours into the future ScriptEngine will be unstable:
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* 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.
2008-02-22 12:50:24 +00:00
Teravus Ovares
ff12395a3d
* Relative large ClientView refactoring of packet Events into .Net recommended format.
2008-02-22 11:30:34 +00:00
Tedd Hansen
f75e418211
Fixes to ScriptEngine thread cleanup on destructor
2008-02-21 23:43:58 +00:00
Teravus Ovares
d4905812bc
* Fixed an issue where the client thread was aborted before the UDP server 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)
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* This update might make things better, it might expose another issue.
2008-02-21 20:22:25 +00:00
Jeff Ames
0103c43697
Update svn properties.
2008-02-21 15:14:39 +00:00
Teravus Ovares
640ad259d4
* A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-21 14:51:39 +00:00
Tedd Hansen
89665faeaf
ScriptEngine changes in locking. Another step in direction of shared threads.
2008-02-21 11:28:34 +00:00
Tedd Hansen
7102ac7769
"threads" command now works. I've added manual tracking of threads (only if compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
2008-02-21 10:43:24 +00:00
Jeff Ames
4a621d106c
Remove a couple compiler warnings.
2008-02-21 00:50:09 +00:00
Justin Clarke Casey
0eeb56c61d
* Properly guard against the possibility that CopyInventoryItem doesn't get an asset back from the cache
2008-02-20 23:31:33 +00:00
Justin Clarke Casey
b0c5ef0b68
* Eliminate AssetCache.CopyAsset()
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* 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).
2008-02-20 23:21:51 +00:00
Tedd Hansen
5f7a02fce9
Treads command lists threads, but not thread name (yet)
2008-02-20 21:09:23 +00:00
Justin Clarke Casey
7d7ad4dff2
* Only count download requests for assets which are not already waiting for data from the asset server
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* 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
2008-02-20 20:23:03 +00:00
Tedd Hansen
684059afdf
div+
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threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
2008-02-20 20:22:15 +00:00
Teravus Ovares
740ce20d9d
* Found the land bug, yay
2008-02-20 20:07:12 +00:00
Justin Clarke Casey
f3190810d3
* Properly guard removal of asset request lists on AssetCache.AssetNotFound (my own bug)
2008-02-20 19:13:59 +00:00
Justin Clarke Casey
53d5aeec24
* Remove unused texture dictionaries from AssetCache
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* Add documentation to AssetCache
2008-02-20 19:02:04 +00:00
Jeff Ames
a8cfbbe963
Minor cleanup.
2008-02-20 18:38:20 +00:00
Jeff Ames
f02b314765
Fix exception when reading OpenSim.ini file.
2008-02-20 18:32:41 +00:00
Justin Clarke Casey
c66b5a9e71
Report command string on ConsoleBase.RunCommand exception
2008-02-20 17:54:14 +00:00
Teravus Ovares
07774473af
* Fixed a long standing race condition in physics events. Could this be the source of the null on multicast_void: error?
2008-02-20 17:50:19 +00:00
Tedd Hansen
416d752829
llSetTimerEvent updated to use ticks instead of DateTime for internal timing.
2008-02-20 17:35:28 +00:00
Justin Clarke Casey
877713999c
* Report 'asset not found' situations back to UserTextureDownloadService
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* 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
2008-02-20 17:34:10 +00:00
Tedd Hansen
96edcea3ae
llSetTimerEvent was setting seconds as milliseconds causing major problems in timed scripts...
2008-02-20 17:14:01 +00:00
lbsa71
4c6e5a5090
* re-enabled AssetNotFound code
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* turned script asset fetching asynchronous
2008-02-20 13:11:19 +00:00
MW
4c2e304ce6
Fixed big bug in AgentAssetTransactions, now don't seem to be getting any AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
2008-02-20 11:25:36 +00:00
MW
37b989a8c6
some changes to the initialising of AgentAssetTransactionModule to see if they help with the xfer/grey avatar problems.
2008-02-20 11:10:23 +00:00
lbsa71
fec87ad3d7
* just added a readonly and a comment
2008-02-20 10:10:19 +00:00
MW
e7a709068a
small change
2008-02-20 10:07:54 +00:00
Teravus Ovares
ac60382599
* Added a few more packets to ClientView. Added tendons to the Skeletal Groups Module, made it shared to save on threads.
2008-02-20 09:45:26 +00:00
lbsa71
9be5f9d6cc
* Fixed xml loading bug (the xml was scheduled for update before added to a scene)
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* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
2008-02-20 09:38:45 +00:00
lbsa71
bf42637ee8
* Caught 'OPTIONS' verb in BaseHttpServer that would otherwise explode.
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(There are actually other non-content requests too, but I didn't know what we wanted to do with them)
2008-02-20 08:04:12 +00:00
Teravus Ovares
b77c48e75e
* Cleanup of some memory consuming items on ScenePresence.Close().
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* 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.
2008-02-20 01:17:21 +00:00
Teravus Ovares
932a132116
* Made a quickupdate method to run through only entities that have scheduled themselves for updates looking for changes. This runs 10 times a second.
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* 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.
2008-02-20 00:08:04 +00:00
Justin Clarke Casey
ca78c3ef0d
Doc correction
2008-02-19 23:44:22 +00:00
Justin Clarke Casey
48e085c774
* Add documentation
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* 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.
2008-02-19 23:42:30 +00:00
Justin Clarke Casey
9a8c19d67b
Putting in eyecatcher lines on OpenSim start as we had previously. This makes it easier to pick out a restart of OpenSim in an appended log file
2008-02-19 20:59:21 +00:00
Justin Clarke Casey
b331e96e25
Remove "Loading inventory" messages from item inventory loads
2008-02-19 20:21:25 +00:00