Commit Graph

3515 Commits

Author SHA1 Message Date
dahlia
1afd347615 Correct formatting of Primitive.Textures in PrimitiveBaseShape.ToOmvPrimitive method 2009-11-17 23:17:50 -08:00
Justin Clark-Casey (justincc)
0712196c26 make logging less verbose when loading iars 2009-11-13 18:56:23 +00:00
dahlia
89a63c9a8b Some corrections to PrimitiveBaseShape.ToOmvPrimitive() 2009-11-13 01:18:52 -08:00
Justin Clark-Casey (justincc)
d95df603df move fake user service to a separate mock user service class
delete asset cache tests shell
2009-11-12 19:33:38 +00:00
Justin Clark-Casey (justincc)
2f092d271e Rename test services to mock services, since this is a more accurate description
remove duplicate mock inventory service
2009-11-12 18:44:03 +00:00
Justin Clark-Casey (justincc)
1fa037a0c3 minor: remove some mono compiler warnings 2009-11-11 15:56:14 +00:00
dahlia
a8a01e2bc7 add a ToOmvPrimitive() method to PrimitiveBaseShape 2009-11-11 02:54:58 -08:00
John Hurliman
5145dfa53c * Removing the redundant SendPrimitiveTerseData.State field, it duplicates AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-09 17:13:56 -08:00
Melanie
5300e8506d Reintroduce AssetBase's old behavior. A Parameterless constructor is required
for .NET serialization and removing it breaks the OpenSim asset server
protocol.
2009-11-06 10:33:49 +00:00
John Hurliman
afef1ac191 Changing the AssetBase constructors to avoid initializing assets with an unknown asset type, and log an error if it ever does happen 2009-11-05 13:10:58 -08:00
Melanie
83b4b4440b Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
2009-11-05 02:09:07 +00:00
Melanie
c72f78215b Backport the fixes to WebFetchInventoryDescendents to the UDP
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
2009-11-04 01:56:19 +00:00
Justin Clark-Casey (justincc)
865d3f4b09 minor: remove a few mono compiler warnings 2009-11-03 19:35:18 +00:00
Teravus Ovares (Dan Olivares)
fb08133999 * Remove the locklessqueue tests since I guess I didn't understand what it was when I wrote the test. 2009-10-30 19:24:14 -04:00
Teravus Ovares (Dan Olivares)
5101f688ee * Add LocklessQueueTests. One Test is commented out because it fails. It should probably work.. but I'm awaiting clarification. 2009-10-30 19:13:57 -04:00
Teravus Ovares (Dan Olivares)
2e81acec48 * Adding Tests for OpenSim.Framework.Cache. Some test cases disabled until mantis resolutions. 2009-10-30 18:13:58 -04:00
Teravus Ovares (Dan Olivares)
4563f00852 * Another ACL Test 2009-10-30 17:27:44 -04:00
Teravus Ovares (Dan Olivares)
120c731a3b * Moving A test from the OpenSim.Framework.ACL object to the OpenSim.Framework.Tests assembly. Fixing the test. 2009-10-30 17:04:10 -04:00
John Hurliman
b81c829576 * Standalone logins will now go through the sequence of "requested region, default region, any region" before giving up
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28 14:13:17 -07:00
John Hurliman
f89c2cac0f Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks 2009-10-27 14:16:01 -07:00
John Hurliman
c75d415648 * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
2009-10-27 00:26:56 -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
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
52a4534f7f * Change the way Util.FireAndForget() calls SmartThreadPool to avoid using a delegate (which STP appears to hold on to). This removes the slow leak I was seeing when using async_call_method=SmartThreadPool and stabilizes allocated memory for an idle OpenSim instance 2009-10-23 13:45:18 -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
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
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
Jeff Ames
d756fa01ae Add copyright header. Formatting cleanup. 2009-10-22 18:57:24 +09:00
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
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
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
2b39ff0a39 Merged master into prioritization 2009-10-21 16:24:17 -07:00
Melanie
93b24b5207 Fix web map retrieval for regions configured via .ini 2009-10-21 03:44:40 +01:00
Melanie
2a886fd76c Really make module port selection work. Implement port setting in
LLProxyLoginModule.
2009-10-21 02:19:45 +01:00
John Hurliman
8151190a45 * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were based on something that could change
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-20 10:56:15 -07:00
Melanie
9bc303d293 Add MainServer.GetHttpServer(port) method for using multiple listener
ports in region modules
2009-10-20 16:57:22 +01:00
John Hurliman
fdce1be3db * Removed OpenSim.Data.NHibernate
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
2009-10-19 16:52:27 -07:00
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
Jeff Ames
0a259caeef Minor formatting cleanup. 2009-10-19 15:48:07 +09:00
John Hurliman
233e16b99c * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
2009-10-18 20:24:20 -07:00
Jeff Ames
0d29614ca1 Formatting cleanup. 2009-10-19 08:58:03 +09:00