Commit Graph

1327 Commits

Author SHA1 Message Date
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
Dan Lake
ad624f703d ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0]; 2009-10-26 15:14:13 -07:00
John Hurliman
c04775bf68 Changed UseCircuitCode handling to be synchronous or asynchronous depending on the async_packet_handling config option, and added a debug log message when a UseCircuitCode packet is handled 2009-10-26 13:38:07 -07:00
John Hurliman
2222172afa Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO() 2009-10-26 11:28:02 -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
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
4c45b5fd3c Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been removed and several new parameters have been added to [ClientStack.LindenUDP] 2009-10-23 10:35:47 -07:00
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
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
Jeff Ames
d756fa01ae Add copyright header. Formatting cleanup. 2009-10-22 18:57:24 +09:00
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
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
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
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
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
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
John Hurliman
45dc4e0a54 * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for the case where no scripting engine is enabled
* Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
2009-10-20 18:19:17 -07:00
John Hurliman
1833c69568 * Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets
* Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-20 15:19:19 -07:00
John Hurliman
d38f33736c * Removed the throttle speed optimizations to see if it brings stability back
* Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
2009-10-20 14:41:20 -07:00
John Hurliman
d1ab11dc2a Added try/catches in the outgoing packet handler to match the one in the incoming packet handler 2009-10-20 12:43:09 -07:00
John Hurliman
99abe885c8 Fixing position/rotation/collisionplane in ObjectUpdate packets for avatars 2009-10-20 12:30:34 -07:00
John Hurliman
edd393ff30 Reverting the deletion of files related to texture sending until we figure out exactly what is and isn't needed 2009-10-20 11:58:23 -07:00
John Hurliman
9a5e7222ce * Removing cruft left over from the conversion to the new texture sending and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
2009-10-20 10:33:23 -07:00
John Hurliman
0a6ea33ac8 * Optimized sending of terrain data
* Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management)
* Added a debug line when resent packets are being sent
2009-10-19 18:50:31 -07:00
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
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
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
John Hurliman
1dbbf6edb6 * Process the avatar terse update priority queue as soon as an update for our own avatar is ready to send
* Reduce the scope of the locks when processing the update queues
* Reuse the ImprovedTerseObjectUpdate.RegionData block
2009-10-18 03:15:36 -07:00
John Hurliman
b4526a5a6d * Big performance increase in loading prims from the region database with MySQL
* Handle the AgentFOV packet
* Bypass queuing and throttles for ping checks to make ping times more closely match network latency
* Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
2009-10-18 02:00:42 -07:00
John Hurliman
a3f93cffb4 * Committing Nini.dll with the patch from #3773 applied
* Fixing a log message typo
2009-10-17 22:06:36 -07:00
John Hurliman
fdb2a75ad3 Committing the second part of Jim Greensky @ Intel Lab's patch, re-prioritizing updates 2009-10-17 18:01:22 -07:00
John Hurliman
e28ac42486 Wrapped the contents of the IncomingPacketHandler loop in a try/catch statement 2009-10-17 17:19:18 -07:00
John Hurliman
c81378dc22 Changing avatar movement updates to the Task throttle category until we get finer grained prioritization of avatars vs. prims 2009-10-16 17:33:41 -07:00
John Hurliman
31dfe87570 Prevent oversized packets from crashing the LLUDP server. It will now print a friendly error message and drop the packet 2009-10-16 14:26:58 -07:00
John Hurliman
1bd9202f24 * Simplified the prioritization packet creation code to reduce CPU usage and increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge
* Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
2009-10-16 14:17:13 -07:00
John Hurliman
e776dfb1d7 * Changing the "clean dropped attachments" MySQL command to a using statement inside a try/catch. This statement times out for me very frequently
* More verbose logging when zerocoding fails on an outbound packet
2009-10-16 13:22:45 -07:00
John Hurliman
a18489dc9b * Change appearance packets from State to Task. This will hopefully fix the cloud issues
* Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
2009-10-16 12:20:01 -07:00
John Hurliman
06354a093d Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into prioritization 2009-10-16 10:09:19 -07:00
Melanie
0487092d15 Thank you, Fly man, for plumbing the AvatarInterestsUpdate packet 2009-10-16 13:28:40 +01:00
John Hurliman
4b75353cbf Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon 2009-10-15 16:35:27 -07:00
jjgreens
df2d5a460f Replaced the update lists with a priority queue implementation in LLClientView
Replaced the update lists with a priority queue implementation in LLClientView.
The priority queues are based on the MinHeap implementation also included in
this commit within the OpneSim.Framework namespace.  Initially setup to exactly
mimic the behavior beofre the change which was a first come first serve queue.
2009-10-15 15:52:53 -07:00
John Hurliman
d44b50ee46 * Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15 15:25:02 -07:00