Diva Canto
b69ddbb66b
That didn't work. If anything, it made it worse.
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Revert "EXPERIMENTAL: Switch MoveAgentIntoRegion with MakeRootAgent, to see if that eliminates the momentary position at infinity."
This reverts commit 1cb5e31716
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2013-07-21 16:18:24 -07:00
Diva Canto
1cb5e31716
EXPERIMENTAL: Switch MoveAgentIntoRegion with MakeRootAgent, to see if that eliminates the momentary position at infinity.
2013-07-21 16:06:03 -07:00
Diva Canto
7f60800ca6
Don't post Link asset types back to the home grid
2013-07-21 15:46:00 -07:00
Diva Canto
ceaa7e9a54
Better version of previous commit
2013-07-21 14:39:50 -07:00
Diva Canto
cab3e9978b
Add the Current Outfit folder as an available folder in the SuitcaseInventory.
2013-07-21 14:34:43 -07:00
Diva Canto
049022717c
Revert "WARNING: DON'T USE THIS COMMIT -- major spew on HG teleports."
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This reverts commit 40c54a718f
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2013-07-21 14:08:22 -07:00
Diva Canto
40c54a718f
WARNING: DON'T USE THIS COMMIT -- major spew on HG teleports.
2013-07-21 13:46:03 -07:00
Diva Canto
315097b8b9
Minor fixes
2013-07-21 13:36:03 -07:00
Diva Canto
5e5aa5fba7
Now diagnosing a strange behavior where upon TP agents are temporarily placed in very large coordinates, then snap back.
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Extra checks in preparation for dropping obsolete data in agent transfers.
2013-07-21 12:44:46 -07:00
Diva Canto
9801d0d4c8
Minor aesthetic change to make things more clear.
2013-07-21 08:50:52 -07:00
Diva Canto
d95a470442
The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one)
2013-07-20 19:20:20 -07:00
Diva Canto
74a341fd22
EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
2013-07-20 17:58:32 -07:00
Diva Canto
95b248e9e5
Filter certain viewer effects depending on distance between the avatar that is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
2013-07-20 15:42:01 -07:00
Diva Canto
340abd1110
A couple of small optimizations over the previous commit
2013-07-20 13:42:39 -07:00
Diva Canto
0910c5c101
Manage AgentUpdates more sanely:
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- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
2013-07-20 12:20:35 -07:00
Diva Canto
f0126a1575
Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates.
2013-07-19 22:11:32 -07:00
Diva Canto
0d5b2dd5ce
Fix HGTravelStore.migrations in SQLite (mantis #6709 )
2013-07-19 20:24:56 -07:00
Diva Canto
64cda1b26e
Removed verbose debug from previous commit
2013-07-19 13:19:36 -07:00
Diva Canto
778babaab2
Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance
2013-07-19 13:18:04 -07:00
Diva Canto
d30e5f7ded
PollServiceRequestManager: changed the long poll from a Queue to a List. No need to dequeue and enqueue items every 1sec.
2013-07-19 13:17:15 -07:00
Robert Adams
f05654d8d6
BulletSim: add position resetting for stationary avatars so they don't
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move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
2013-07-18 19:19:29 -07:00
Diva Canto
52bb732692
Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance
2013-07-18 19:02:46 -07:00
Diva Canto
dc88ffc5b4
Delay the enqueueing of non-longpoll requests for 100ms. No need to have these requests actively on the processing queue if it seems they're not ready.
2013-07-18 17:17:20 -07:00
Justin Clark-Casey (justincc)
07420a3b4d
furhter shorten CheckAgentUpdateSignificance(). No real perf impact.
2013-07-19 01:00:38 +01:00
Justin Clark-Casey (justincc)
42e5856464
Remove some pointless code in CheckAgentUpdateSignificance()
2013-07-19 00:56:45 +01:00
Justin Clark-Casey (justincc)
3b8e7ff013
Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
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Appears to have some impact on cpu but needs testing.
2013-07-19 00:51:13 +01:00
Justin Clark-Casey (justincc)
5c74f3ec9c
Add measure of number of inbound AgentUpdates that were seen as significant to "show client stats" (i.e. sent on for further processing instead of being discarded)
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Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
2013-07-19 00:16:09 +01:00
Diva Canto
d1e9beead8
Revert "Now trying DoubleQueue instead of BlockingQueue for the PollServiceRequestManager."
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This reverts commit 5f95f4d78e
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2013-07-18 15:52:07 -07:00
Justin Clark-Casey (justincc)
35aa6c86fe
Hack in console command "debug lludp toggle agentupdate" to allow AgentUpdate in packets to be discarded at a very early stage.
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Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected.
Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much).
Need to see the results with much higher av numbers.
2013-07-18 23:05:45 +01:00
Justin Clark-Casey (justincc)
5cdc21aac7
minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped
2013-07-18 22:54:10 +01:00
Justin Clark-Casey (justincc)
cbb47f8489
Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance
2013-07-18 22:43:15 +01:00
Justin Clark-Casey (justincc)
b2b29b7ec0
Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything
2013-07-18 22:42:25 +01:00
Diva Canto
27377194cd
Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post requests timeout in 60 secs.
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There's plenty of room for improvement in handling the EQs. Some other time...
2013-07-18 13:48:56 -07:00
Justin Clark-Casey (justincc)
8c6761c152
Do some simple queue empty checks in the main outgoing udp loop instead of always performing these on a separate fired thread.
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This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic.
However, needs testing at scale.
2013-07-18 21:28:36 +01:00
Diva Canto
553d9cc5d2
Applying the same fix here that dan lake applied to master -- unfortunately I can't cherry-pick because that commit has 2 parents...
2013-07-18 07:52:14 -07:00
Diva Canto
c685cc1799
Revert "This is a completely unreasonable thing to do, effectively defying the purpose of BlockingQueues. Trying this, to see the effect on CPU."
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This reverts commit 5232ab0496
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2013-07-17 20:42:38 -07:00
Justin Clark-Casey (justincc)
1ba5a05cf7
try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps.
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Does appear to have a cpu impact but may need further tweaking
2013-07-18 01:17:46 +01:00
Justin Clark-Casey (justincc)
0af3b5ed9a
Revert "Put in temporary hack for performnace 'queue-empty' logic on a persistent thread rather than through fire and forget"
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This reverts commit b402220dbb
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Eliminating fire and forget here does not appear to make a significant difference.
2013-07-18 00:51:10 +01:00
Justin Clark-Casey (justincc)
a94a43d249
Revert "Properly remove the hack queue update thread when the voewr shuts down"
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This reverts commit 7c544c0d4e
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2013-07-18 00:50:16 +01:00
Justin Clark-Casey (justincc)
7c544c0d4e
Properly remove the hack queue update thread when the voewr shuts down
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No functional change.
2013-07-18 00:39:28 +01:00
Justin Clark-Casey (justincc)
b402220dbb
Put in temporary hack for performnace 'queue-empty' logic on a persistent thread rather than through fire and forget
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May not scale since this gives each client its own thread.
2013-07-18 00:30:22 +01:00
Diva Canto
5232ab0496
This is a completely unreasonable thing to do, effectively defying the purpose of BlockingQueues. Trying this, to see the effect on CPU.
2013-07-17 14:36:55 -07:00
Diva Canto
5f95f4d78e
Now trying DoubleQueue instead of BlockingQueue for the PollServiceRequestManager.
2013-07-17 14:09:04 -07:00
Diva Canto
1d3deda10c
I confuse myself. Let's try this variable name instead.
2013-07-17 13:26:15 -07:00
Diva Canto
af792bc7f2
Do the same trick that dahlia did for Dequeue(timeout)
2013-07-17 13:23:29 -07:00
Diva Canto
f4317dc26d
Putting the requests back in the queue while testing for count >0 is not the smartest move...
2013-07-17 12:57:34 -07:00
Diva Canto
0f5b616fb0
Didn't mean to commit this change in BlockingQueue.cs
2013-07-17 12:02:00 -07:00
Diva Canto
2b8de2c404
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2013-07-17 11:19:56 -07:00
Diva Canto
e46459ef21
Cleared up much confusion in PollServiceRequestManager. Here's the history:
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When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle!
This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached.
This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
2013-07-17 11:19:36 -07:00
Robert Adams
2c8bf4aaa6
BulletSim: fix small bug where everything looked like it was colliding
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before the first simulator step.
2013-07-17 10:19:44 -07:00