Commit Graph

11263 Commits (d3e7a5293310651ea8adf28327e1cb9840bcf9d7)

Author SHA1 Message Date
unknown 71c929137f Inconsistent locking of SenseRepeaters in Script Engine.
When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration.

The attached patch locks SenseRepeatListLock in GetSerializationData()
2009-10-23 11:25:06 +01:00
Melanie b0923e0d73 Fix a glitch in a ROBUST message 2009-10-23 10:41:05 +01:00
Melanie 1d47dbb380 Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim 2009-10-23 09:48:13 +01:00
John Hurliman 62f1a5e36d Implemented a "FrontBack" prioritizer, using distance plus the plane equation to give double weight to prims/avatars in front of you 2009-10-23 02:38:59 -07:00
Melanie d0019704e6 Adding the presence service skeleton 2009-10-23 09:47:45 +01:00
John Hurliman 37f7277378 Uncommented the resend log line so the previous commit can be seen in action 2009-10-23 01:33:43 -07:00
John Hurliman ac0acb0296 * Changed the max RTO value to 60 seconds to comply with RFC 2988
* Implemented section 5.5, exponential backoff of the RTO after a resend
2009-10-23 01:33:05 -07:00
John Hurliman 53bf479bab Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal) 2009-10-23 01:11:40 -07:00
John Hurliman 588361e2a2 Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed 2009-10-23 01:02:36 -07:00
John Hurliman 96d53f11e5 Added VS2010 support to Prebuild and created runprebuild2010.bat 2009-10-22 17:03:13 -07:00
Teravus Ovares (Dan Olivares) f34e8adffb * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. 2009-10-22 18:28:42 -04:00
John Hurliman ba2972eaf6 * Send out m_bodyRot everywhere instead of m_rotation. Still have no clue which is right
* Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22 14:33:54 -07:00
John Hurliman 4ba3842d71 Forgot to hit save in the last commit 2009-10-22 13:24:24 -07:00
John Hurliman 167d8e39fa * Sending (position - hipoffset) instead of position
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22 13:14:41 -07:00
John Hurliman a16c3bf446 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2009-10-22 12:34:47 -07:00
John Hurliman b2ed348aa2 Implemented a Watchdog class. Do not manually create Thread objects anymore, use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated 2009-10-22 12:33:23 -07:00
KittoFlora 91084653bd Commented out instrumentation in ODEPrim.cs 2009-10-22 21:14:00 +02:00
KittoFlora 227c832d3b Commented out instrumentation in ODEPrim.cs 2009-10-22 19:15:35 +01:00
John Hurliman 11013ad295 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2009-10-22 11:07:43 -07:00
John Hurliman 36b0e5e1d3 Terrible typo in the previous commit! 2009-10-22 11:07:23 -07:00
John Hurliman 6ca4b0f366 * Added a check if Util.m_ThreadPool is null before trying to use it, and if so initialize it to sane defaults
* Simplified the InitThreadPool() function
2009-10-22 10:37:11 -07:00
John Hurliman 4121a02936 OpenSim.ini.example had the wrong names for default values in the [InterestManagement] section. Fixed 2009-10-22 10:15:28 -07:00
Melanie 5d12170df9 Correct version number after merge 2009-10-22 17:41:42 +01:00
Melanie fc4ff09181 Merge branch 'vehicles' 2009-10-22 17:39:19 +01:00
Snowcrash 84ac0f56f5 Fixing the patch to the patch 2009-10-22 17:36:52 +01:00
Snowcrash 47d8b6c5f5 Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParams 2009-10-22 17:36:49 +01:00
Jeff Ames d756fa01ae Add copyright header. Formatting cleanup. 2009-10-22 18:57:24 +09:00
John Hurliman 5d07e18980 A synchronous call to the messaging server was blocking the process of promoting an agent to a root agent (logins and teleports). Changed to an async method 2009-10-22 02:27:06 -07:00
John Hurliman 2f394b7e7e * Allow SmartThreadPool to be initialized without setting max stack size (like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
2009-10-22 01:30:12 -07:00
Melanie c4969d47d9 Merge branch 'master' into vehicles 2009-10-22 07:12:10 +01:00
Melanie 1e71e3f910 Remove the "mel_t" from version string 2009-10-22 07:03:40 +01:00
Melanie b35fbe1f98 Merge branch 'melanie_test' into prioritization
This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
2009-10-22 07:02:21 +01:00
John Hurliman 32ccd5bb40 * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-21 23:03:18 -07:00
Melanie 624af66c35 Make the LSL scripting delays take full effect. To tune, tweat the
ScriptDelayFactor in config
2009-10-22 05:42:34 +01:00
Melanie 8ce4fd7234 Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2 2009-10-22 04:02:26 +01:00
Melanie 8a336c6860 Add MaxPoolThreads in startup to limit the size of the thread pool used
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-22 02:28:53 +01:00
John Hurliman 6492640e72 * Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
2009-10-21 18:03:41 -07:00
Melanie 9ec55df988 Mark new version 2009-10-22 01:51:27 +01:00
John Hurliman 4e04f6b3a5 * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms
* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
2009-10-21 17:02:55 -07:00
John Hurliman 2b39ff0a39 Merged master into prioritization 2009-10-21 16:24:17 -07:00
John Hurliman b06f258319 * FireQueueEmpty now checks if a measurable amount of time has passed, and if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work
* Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
2009-10-21 16:21:08 -07:00
John Hurliman 2752a3525c * Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene
* Testing a fix from Jim to make the cpu usage fix cleaner
2009-10-21 15:22:23 -07:00
John Hurliman 62f1bfd136 Testing out a hack to identify the source of the high cpu usage 2009-10-21 14:25:22 -07:00
John Hurliman bb4da417ad Removing the Sleep(0) call from the OutgoingPacketHandler 2009-10-21 14:03:49 -07:00
John Hurliman 7ee422a344 * Handle UseCircuitCode packets asynchronously. Adding an agent to a scene can take several seconds, and was blocking up packet handling in the meantime
* Clamp retransmission timeout values between three and 10 seconds
* Log outgoing time for a packet right after it is sent instead of well before
* Loop through the entire UnackedPacketCollection when looking for expired packets
2009-10-21 13:47:16 -07:00
Melanie d88bb83136 Fix llParticleSystem to accept LSL variables and LSL constants in place
of the named constants for the rule selector.
Information provided by Snowcrash
2009-10-21 20:47:24 +01:00
John Hurliman 9178537e94 * Replaced the UnackedPacketCollection with a lockless implementation. The tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless
* Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked
* Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
2009-10-21 11:59:48 -07:00
Melanie 8dd15fd5a5 Patch by mcortez: Remove lock from scene presence updating in groups module 2009-10-21 18:45:37 +01:00
John Hurliman c0c845aea4 Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the same category 2009-10-21 01:07:40 -07:00
John Hurliman cde47c2b3d Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle 2009-10-21 00:18:35 -07:00