Commit Graph

25 Commits

Author SHA1 Message Date
Charles Krinke
7794fc3766 Change handler001 through handler009 to more
appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move 
forward without numbered handlers.
2008-03-02 22:28:48 +00:00
Teravus Ovares
582964800c * Moved all events except gridcomms and regioncomms over to Event Delegate instances to prevent event race conditions 2008-02-22 19:44:46 +00:00
Justin Clarke Casey
7d7ad4dff2 * Only count download requests for assets which are not already waiting for data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
2008-02-20 20:23:03 +00:00
Justin Clarke Casey
877713999c * Report 'asset not found' situations back to UserTextureDownloadService
* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
2008-02-20 17:34:10 +00:00
Teravus Ovares
6e01769bcf * A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant.  The client is *supposed* to use that value to sync with the simulator.    (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough* 
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter 
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.   
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares
3674257095 * This update contains a bucket-full of network optimizations.
* ParcelProperties are sent only when needed instead of on any movement
* Terse Updates and other temporary data packets are marked unreliable
* After a certain amount of users, the sim actually sends updates on things less
* Experimental
* Tested to 68 avatar with pCampBot  (And it's surprising what actually causes the most lag..  the text chat!)
2008-02-07 08:15:38 +00:00
Teravus Ovares
9cd9e90e7f * Added Active Scripts to report the number of scripts running to Sim Stats
* Added Script Performance to report the number of functions run per second to Sim Stats.
* Removed a few warnings (@.@ up to 50 now)
2008-02-06 08:03:22 +00:00
Teravus Ovares
bec71977ab * Added more supported feature to particlesystems. While this appears to have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS.  (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
2008-02-01 04:22:20 +00:00
Teravus Ovares
c3061717d0 * Fixed a packet counting issue that I introduced
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
2008-01-16 19:34:48 +00:00
Teravus Ovares
771ed747e5 * Slowed down the sim stats update to once every 5 seconds because the network accounting required it... with it being the lowest updated stat.
* Time dilation is off now..  because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
2008-01-16 17:07:46 +00:00
Teravus Ovares
5dd741267e * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter.  The rest of them are actually implemented now.
2008-01-16 05:48:40 +00:00
Teravus Ovares
314c554ed4 * Refactored the SimStatsReporter to reuse the same packet and packet blocks over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-16 02:48:39 +00:00
Teravus Ovares
d9e4533202 * Fixed an overflow in the land manager
* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
2008-01-13 07:14:54 +00:00
Teravus Ovares
cbcba1f026 * Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew Linden insisted that Havok was running at 45fps internally.
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
2008-01-12 04:12:38 +00:00
Johan Berntsson
047aba2067 I have fixed the ZeroDecodeCommand bug, and restored my packet recycling code. Let me know by IRC if there are other problems 2008-01-03 00:59:12 +00:00
Teravus Ovares
32438ab1b9 * This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
2007-12-30 06:18:17 +00:00
Adam Johnson
79496381fc Patch from Johan: LibSL updated to the latest revision (1568) and all packets are now
recycled to improve performance and memory usage.
2007-12-28 08:51:39 +00:00
lbsa71
efd90b56b7 * Optimized usings
* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares
fa35101b71 * Tweaked the sim stats so that when a sim is catching up it reports on the slowdown and not the 'catching up'.
* Used the words 'googly moogly' in code.   (always wanted to do that)
2007-12-14 22:08:02 +00:00
Jeff Ames
c65b2a38d8 Added copyright notice.
Added script (add-copyright.sh) to make doing this relatively painless.
2007-12-14 02:53:15 +00:00
Teravus Ovares
7fdfeb5830 * Added Active(physical) object count to the SimStatsReporter 2007-12-14 00:49:40 +00:00
Teravus Ovares
da7fd71fa2 * Fixed a catch error. 2007-12-12 14:13:19 +00:00
Teravus Ovares
331db2336c * Added Object count to sim stats (it's incorrect, however, it'll be fixed) 2007-12-12 14:07:26 +00:00
Teravus Ovares
2fd2e0285c * Killed hard coded heart after stats update
* Did some voodoo math on the sim FPS to make the values 0-50
2007-12-12 13:36:53 +00:00
Teravus Ovares
081f4403ea * Added some simstats to fill the simulator pane of the Statistics monitor.
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-12 06:58:55 +00:00