Justin Clark-Casey (justincc)
746defa094
Add basic regression test ThrottleTests.TestClientThrottleSetNoLimit
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
52370ac94d
refactor: Move test clientstack setup code out of BasicCircuitTests into OpenSim.Tests.Common.ClientStackHelpers
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
87d5da86a1
Fix recent regression in "debug lludp throttles get" command that stopped it printing any information. Also fix max throttle displayed to be properly kbps
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
a13022c296
minor: in "show server throttles", display unset if new client throttle value is not set rather than 0
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
44e0a2f906
Add throttle-max option to "debug lludp throttles set" to allow runtime setting of default and existing client throttles.
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Doesn't yet adjust until clients submit new throttle settings.
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
5c13980eb7
Change "debug lludp throttle *" commands to "debug lludp throttles" for consistency (and because I keep typing throttles).
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This will still work with "debug lludp throttle" anyway.
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
a4209d2df4
small adjustment to commented out scene_throttle_max_bps and client_throttle_max_bps examples in OpenSimDefaults.ini
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Make them actually reflect 20 mbit and 1.5 mbit respectively
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
c5cd93db81
Change help text for client_throttle_max_bps in OpenSimDefaults.ini to state it is in bytes, not bits
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This is the same as already done for scene_throttle_max_bps
Internally, the token buckets are in bytes and the other help text makes it clear that the number is bytes per second
(though with the wrong assumption that 1 mbit = 1024 * 1024 bits whereas 1 mbit = 1000 kbits = 1000000 bits)
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
d20aeefef2
Fix console set and get of max scene rate. Was performing wrong calculation - throttle buckets are set in bytes, not bits
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
10d09e287c
Eliminate 'max' throttle setting from server throttles report since this never applies.
2014-11-25 23:18:40 +00:00
Justin Clark-Casey (justincc)
679eaec22f
Allow "debug lludp throttle *" commands to work without a user name, in which case they apply to all users in the lludp server
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
a142edec03
minor: add apparant total to logging when client sets throttles
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
c73e62ea3a
minor: fix bug in throttle logging where arguments were mismatched
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
1d33a40f59
Add "debug lludp set scene-throttle-max <value>" console command to allow us to potentially set the scene max throttle on the fly.
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
a5eabdade3
Move information about "server agent rate" throttles into "show server throttles" command rather than "show throttles"
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THis allows us to see the rates when no client is connected to the region.
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
c8f5add2fc
Add "show server throttles" command for showing server specific information about throttles
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This is separate from the user-oriented "show throttles" command since one will often only want to know about varying client throttle settings.
Currently displays max scene throttle and adaptive throttles config if set.
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
bb5e2e1f02
refactor: Use simpler auto-implemented property for HttpPort in GridRegion
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
13e2af7525
minor: Remove compiler warning from GridRegion in IGridService
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
968b588bb9
minor: remove compiler warning from OpenProfileClient
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
51eb8facd6
Add OutgoingPacketsQueuedCount clientstack stat.
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This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command.
Gives some early indication of whether the simulator can't send all outgoing packets fast enough.
Though then one would want to check that this isn't due to a few bad client connections.
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
4c5fbf8b0a
minor: Remove compiler warnings from unused fields in TokenBucket
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
12daa3c3d9
refactor: Move LLUDPServer console commands into their own class.
2014-11-25 23:18:39 +00:00
Justin Clark-Casey (justincc)
f0fd2fa325
refactor: rename "debug lludp throttle status" to "debug lludp throttle get" to match set command
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
e144958e03
Add "debug lludp throttle set" command to allow setting of parameters at runtime
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Can currently only set adaptive true|false, where adaptive = false
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
b9b483151f
Eliminate a few unnecessary calculations in the maintenance loop.
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Also uses wait event instead of sleep for periodicity control.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
7d30bb13be
Fix recent minor regression where the default frame time wasn't being set if there was no startup config section.
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Caused some regression tests to fail.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
8d72145112
If Bullet is running on its own thread, use a reset event to control timing rather than a sleep.
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In theory, there should be no difference between these mechanisms.
However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
7bababaab6
Improve frame time stability by taking a few unnecessary repeated calculations out of the main scene loop.
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Also uses a wait event to sleep rather than a Thread.Sleep to allow the loop to be interrupted in a more controlled manner when necessary.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
23561239ee
Make BulletSim thread be ThreadPriority.Highest if running
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Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied
For test purposes
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
cfc4055991
Make outboudn and packet inbox handling threads highest priority.
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Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied.
For assessment purposes.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
5b6fb7245a
Set ThreadPriority on main scene thread to highest.
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This will only have an effect on Windows systems or mono with the (not recommended) mono-3.2.8 debug patch https://gist.github.com/justincc/31e52218d098529b4696 applied
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
d3ed5de77d
Add loglevel to jobengine that can be controlled via "debug jobengine loglevel <level>".
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Defaults to 0
Level 1 currently does verbose logging about every queued and processed job.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
9fb3065d33
Temporarily add root agent rez attachments work to job engine if it is running rather than as a fire and forget.
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Experiment to see if serializing attachment rez and send initial data jobs improves other parts of sim performance.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
859b1c5ba4
Add experimental job engine to see if queueing some existing async work during root agent entry to a region improves perf rather than always attempting to execute everything concurrently
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Job engine is controlled via "debug jobengine start|stop|status".
Can only currently be enabled and disabled dynamically at runtime.
Currently only applies to code sending initial region data (objects, other avatar data) to a client.
2014-11-25 23:18:37 +00:00
Justin Clark-Casey (justincc)
c5a0f0ba36
Temporary hack to disable av to av collisions in bulletsim.
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Need to do this for a test. Final implementation will be properly controlled through a property.
2014-11-25 23:18:37 +00:00
BlueWall
41cc73233c
Re-work handling of email notifications settings.
2014-11-24 11:00:47 -05:00
BlueWall
12108bf6e9
Fix handling of user preference updates where no email address is supplied
2014-11-23 14:25:48 -05:00
Diva Canto
7813780eba
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-11-22 20:14:31 -08:00
Diva Canto
0997ce8629
Small improvements to SimulatorFeaturesModule: (1) don't overwrite extras if the grid response is invalid; (2) make the name of the config variable for destination guide consistent with the grid-wide name in LoginService; (3) account for the existence of a [USERID] in the destination guide URL
2014-11-22 20:14:09 -08:00
Justin Clark-Casey (justincc)
5bc389ff71
When logging reigon information returned by GateKeeperService.GetHyperlinkRegion, log the return server URL returned.
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This helps diagnoses misconfiguration where, for instance, a LAN ExternalHostName has been configured that isn't reachable externally.
2014-11-21 20:40:59 +00:00
Diva Canto
8d3cb424a8
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-11-21 08:54:30 -08:00
Diva Canto
27512f3b42
Cleanup extraneous comments from viewer support modules
2014-11-21 08:54:10 -08:00
Melanie Thielker
6a849e8cdf
Add an XmlRpc method to get a region's root agent count. This is intended
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to let us restart grid regions when the last agent leaves.
2014-11-21 04:42:27 +01:00
Melanie Thielker
3a94e20d70
Merge branch 'ubitworkmaster'
2014-11-21 04:10:38 +01:00
Melanie Thielker
80118ac057
Remove braindead "fix" that messed up intersim scripted giving.
2014-11-21 04:00:52 +01:00
Cinder
cfaf904a3b
LSL key should be implicitly cast to a boolean value
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Signed-off-by: James Hughes <jamesh@ascent.bluewallgroup.com>
2014-11-20 11:32:46 -06:00
AliciaRaven
c155656349
Minor: Include missing EventHost power for group owner role.
2014-11-19 20:25:27 +00:00
Justin Clark-Casey
3247a7cb3e
refactor: capitalize SOP.moveToTarget() and stopMoveToTarget() in accordance with code guidelines and the rest of the methods.
2014-11-19 20:12:28 +00:00
UbitUmarov
6bebb9206c
fix stopMoveToTarget in attachments case ( similar to core fix)
2014-11-19 20:11:16 +00:00
Justin Clark-Casey
7a2c77e7ea
If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target.
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This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
2014-11-19 20:06:56 +00:00