Adam Frisby
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bec9caee36
* Making a copy of trunk to apply rex patches to.
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16 anni fa |
Justin Clarke Casey
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fed46ba6a7
* Winnow the debug and info messages associated with stat fetching
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16 anni fa |
Tedd Hansen
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46cfc475aa
ScriptEngine works again (startup-nully-error gone)
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16 anni fa |
Tedd Hansen
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f06a6573bb
One more: Async LSL command thread is also shared now.
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16 anni fa |
Teravus Ovares
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9b675a6888
* Converted the last of the events to the private delegate instance method to avoid race conditions.
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16 anni fa |
Justin Clarke Casey
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b483faddf2
* Downgrade texture exception to a warning.
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16 anni fa |
Tedd Hansen
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0fc6b2a429
Bugfixes - Scripting works again
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16 anni fa |
Justin Clarke Casey
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3994a96783
* Oops! Add missing interface
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16 anni fa |
Justin Clarke Casey
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30eea2618d
* Implement packet queue statistics
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16 anni fa |
Tedd Hansen
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e741dcde6a
Some misplaced code made scripts never start :)
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16 anni fa |
Tedd Hansen
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0fb4374c1a
Better timing of MaintenanceThread's tasks (uses less CPU)
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16 anni fa |
Teravus Ovares
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582964800c
* Moved all events except gridcomms and regioncomms over to Event Delegate instances to prevent event race conditions
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16 anni fa |
Teravus Ovares
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ddffcb4673
* Moved the EventManager over to delegate instances to prevent race conditions.
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16 anni fa |
MW
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b842ab3927
fixed it so that the different types of trees now work (show up in the clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
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16 anni fa |
Tedd Hansen
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42bcd76b36
Bugfixes - wasn't counting threads right++
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16 anni fa |
Tedd Hansen
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879a260498
Minor annoying Exception-bug fixed
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16 anni fa |
Tedd Hansen
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a43bb10000
Execution threads are now shared between regions too. Default thread count regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
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16 anni fa |
Tedd Hansen
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3bb0fe098f
Maintenance thread in charge of loading/unloading of scripts. 1 thread less per region.
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16 anni fa |
Tedd Hansen
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9f7366210a
Now last commit will compile too... The features just keep on coming!
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16 anni fa |
Tedd Hansen
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a040008cb9
From this commit and a few hours into the future ScriptEngine will be unstable:
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16 anni fa |
Teravus Ovares
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ff12395a3d
* Relative large ClientView refactoring of packet Events into .Net recommended format.
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16 anni fa |
Tedd Hansen
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f75e418211
Fixes to ScriptEngine thread cleanup on destructor
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16 anni fa |
Teravus Ovares
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d4905812bc
* Fixed an issue where the client thread was aborted before the UDP server sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread)
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16 anni fa |
Jeff Ames
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0103c43697
Update svn properties.
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17 anni fa |
Teravus Ovares
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640ad259d4
* A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow.
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17 anni fa |
Tedd Hansen
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89665faeaf
ScriptEngine changes in locking. Another step in direction of shared threads.
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17 anni fa |
Tedd Hansen
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7102ac7769
"threads" command now works. I've added manual tracking of threads (only if compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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17 anni fa |
Jeff Ames
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4a621d106c
Remove a couple compiler warnings.
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17 anni fa |
Justin Clarke Casey
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0eeb56c61d
* Properly guard against the possibility that CopyInventoryItem doesn't get an asset back from the cache
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17 anni fa |
Justin Clarke Casey
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b0c5ef0b68
* Eliminate AssetCache.CopyAsset()
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17 anni fa |