Commit Graph

243 Commits (f11a97f12d328af8bb39b92fec5cb5780983b66a)

Author SHA1 Message Date
Diva Canto f11a97f12d * Finished SimulationServiceConnector
* Started rerouting calls to UserService.
* Compiles. May run.
2010-01-07 15:53:55 -08:00
Melanie 7f960cd595 Merge branch 'master' into presence-refactor 2010-01-04 21:41:33 +00:00
Jeff Ames 70d5b1c34c Formatting cleanup. Add copyright headers. 2010-01-04 06:17:30 +09:00
Diva Canto 8a9677a531 The Library Service is now working. UserProfileCacheService.LibraryRoot is obsolete. Didn't delete it yet to avoid merge conflicts later -- want to stay out of core as much as possible. 2010-01-01 21:12:46 -08:00
Diva Canto 4240f2dec6 New LL login service is working! -- tested in standalone only. Things still missing from response, namely Library and Friends. Appearance service is also missing. 2010-01-01 16:54:24 -08:00
Diva Canto a8901a40f4 Simulation handlers (agents & objects) completed. 2009-12-31 09:25:16 -08:00
Melanie 0b5cdc539c Change teleports so the TeleportFlags are sent to the destination sim. It
can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
2009-12-29 18:35:06 +00:00
Melanie 37b07aa9ec Fix a case where an idle sim can eat 100% of a core 2009-12-20 16:44:31 +00:00
Melanie 0813dc8c1d Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2009-12-14 00:32:00 +00:00
Melanie c426549f53 Add an option to exit an instance rather than restarting a region within it 2009-12-14 00:31:15 +00:00
Adam Frisby 963cf25813 * Implements OSSL function: osGetSimulatorMemory - returns the current amount of memory allocated to the simulator process (Moderate Threat Level).
* Cleans redundant information out of the Simulator Version. Versions now look like:
"OpenSimulator 0.6.9(dev) Unix/Mono"
* [Minor] additional log info for MySQLInventoryData
2009-12-13 03:04:16 +11:00
Teravus Ovares (Dan Olivares) d9a20edfb0 * Move code from that last commit to LLClientView since it's a linden client specific limitation, it moves to the Linden Specific client handler. 2009-12-03 02:02:04 -05:00
Teravus Ovares (Dan Olivares) af04cd1ae0 * If the position that comes in on Scene.SetHomeRezPoint has a component that is 255.5, replace the component with the user's position in the simulator.
* Fixes mantis 4414: http://opensimulator.org/mantis/view.php?id=4414
2009-12-03 01:50:54 -05:00
Teravus Ovares (Dan Olivares) 75e28b3a16 * Fix Inconsistent line ending style on Scene 2009-12-01 10:48:11 -05:00
Teravus Ovares (Dan Olivares) 4338f4e1d7 * Patch from Misterblue to fix Environment.TickCount for statistics purposes. Resolves the wrap-around of the 32 bit uint.
* Teravus moved the Environment methods to the Util class
2009-11-29 05:06:25 -05:00
Justin Clark-Casey (justincc) 66f511c76a Remove unused GetDefaultAppearance() static function that is also available on AvatarFactoryModule 2009-11-27 19:45:33 +00:00
Jeff Lee d39c300d11 Added osGetRegionStats() function, to return a number of sim statistics 2009-11-26 17:43:00 +00:00
Melanie 9d63f90467 Remove the old (Remoting) region crossing code. Fix the new code to
pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
2009-11-26 17:03:09 +00:00
Melanie 05fc504ff3 Remove the old remoting-type interregion code for prim/script crossing 2009-11-26 12:16:42 +00:00
Teravus Ovares (Dan Olivares) 0ff3c28f90 * This doesn't fix mantis 3522, but it should mitigate it.
* If the start position is outside of the region on the X and Y, put the user in the center of the region and then damp the Z position at 720 if necessary.  If the start position is not outside of the region on the X or Y, then don't check the Z.
2009-11-22 20:21:33 -05:00
Justin Clark-Casey (justincc) 8f0db68424 Fix http://opensimulator.org/mantis/view.php?id=3874 - parenthesis in for statements cause script compile failures
This fixes a problem in OpenSim where statements of the form

for ((i = 0); (i < 10); (++i)) { ... }

do not compile even though they are valid lsl.
2009-11-20 18:39:39 +00:00
Justin Clark-Casey (justincc) 622003ab09 minor: tweak log message to say which region is being enabled for logins 2009-11-18 20:27:37 +00:00
dahlia 2e24415077 undo previous changes
add a GetGroupByPrim() method to Scene.cs
delete a redundant method
2009-11-13 22:13:40 -08:00
Teravus Ovares (Dan Olivares) 4a2d82e14b * Thanks to a little help from jhurliman, jradford, diva, mono's brajkovic, miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule. 2009-11-11 02:47:17 -05:00
John Hurliman e6d7303b29 Applying #4332, optional packet statistics logging 2009-11-05 12:01:40 -08:00
Justin Clark-Casey (justincc) 9dd5d63495 minor: remove some mono compiler warnings 2009-11-04 19:44:28 +00:00
John Hurliman 67ac9881fa Removing duplicate SceneObjectPart.RotationalVelocity property 2009-11-02 11:28:35 -08:00
Adam Frisby 838bc80ab9 * Implemented some tweaks to monitoring module.
* Output is prettier & more useful.
* Added 'Alerts' to allow rules to be constructed using Monitors to detect for events such as deadlocks. This will be translated to SNMP Traps when I get SNMP implemented.
2009-11-02 00:05:49 +11:00
Adam Frisby 711dde34e4 * Implements new 'Monitoring' system for reporting performance.
* Mostly the same set as the StatsMonitor used for Viewer notification, but exposes some new frametimes - including EventMS, PhysicsUpdateMS, LandUpdateMS; new memory monitoring - both GC.TotalMemory and Process.PrivateWorkingMemory64; also exposes ThreadCount (using System.Diagnostics.Process)
* Type 'monitor report' on the console to see output.
* SNMP Implementation forthcoming.
2009-11-01 19:37:40 +11:00
John Hurliman 59eb378d16 Small performance tweaks to code called by the heartbeat loop 2009-10-28 23:10:16 -07:00
John Hurliman a069a1ee68 Limit physics time dilation to 1.0 2009-10-28 14:44:05 -07:00
John Hurliman 0c466b28bb Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking 2009-10-27 16:24:43 -07:00
John Hurliman a718d7d56a Making the defaults for interest management variables match whether you have the [InterestManagement] section in your config or not 2009-10-27 10:17:20 -07:00
John Hurliman bcd7593dfb Forgot a line in the previous commit 2009-10-27 10:07:35 -07:00
John Hurliman 3a1ee79ee4 Finally hunted down the Parallel deadlock. Packets were being handled asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool 2009-10-27 02:36:57 -07:00
John Hurliman d199767e69 Experimental change of PhysicsVector to Vector3. Untested 2009-10-26 18:23:43 -07:00
John Hurliman 0b1726b524 Removing the ClientManager reference from IScene and hiding it entirely inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on 2009-10-26 16:48:43 -07:00
John Hurliman 4847e62e9f * Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
2009-10-26 16:33:04 -07:00
John Hurliman 119cf80e13 Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system 2009-10-26 15:52:59 -07:00
John Hurliman ac7ccdf7d7 * Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later
* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-26 14:41:27 -07:00
John Hurliman 730930955a Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff

* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()

* Improved the instantiation of PrimitiveBaseShape
2009-10-25 00:40:21 -07:00
John Hurliman 2c34619aea * Changed various modules to not initialize timers unless the module is initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
2009-10-23 14:22:21 -07:00
John Hurliman a41cd1d069 * Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
2009-10-23 13:14:29 -07:00
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
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 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
Melanie c4969d47d9 Merge branch 'master' into vehicles 2009-10-22 07:12:10 +01:00
John Hurliman bd03cbd815 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into prioritization 2009-10-19 15:19:37 -07:00
John Hurliman 142008121e * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
2009-10-19 15:19:09 -07:00
Melanie ffd59868f5 Merge branch 'master' into vehicles 2009-10-19 21:58:51 +01:00