| Commit message (Collapse) | Author | Age | Files | Lines |
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types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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http://opensimulator.org/mantis/view.php?id=5403 prior to doing something about it.
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This is to create greater consistency with all the other show commands.
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exception output on Windows.
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understandable for new users.
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when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
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queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
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queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
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is big enough.
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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version is r1755 + patches as detailed in the svn logs.
This brings it into line with the Windows and Linux libraries.
This is a universal dylib with x86_64, i386 and ppc parts. However, even on a 64 bit Intel machine Mono can only P/INVOKE the i386 version right now. ppc is untested.
The configuration used to compile was
CFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" CXXFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" LDFLAGS="-arch i386 -arch x86_64 -arch ppc" ./configure --enable-old-trimesh --disable-asserts --enable-shared --disable-dependency-tracking --disable-demos --without-x
--disable-demos --without-x is required to build ODE on Mac OS X
CFLAGS, CXXFLAGS and --disable-dependency-tracking are necessary to build the universal dylib (some compilation lines use CFLAGS instead of CXXFLAGS)
The other settings are tweaks for using ODE with OpenSim
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implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
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main adaptor works on Mac OS X.
The SQLite legacy adapator was also not at all well maintained, even worse than the mainline sqlite adapator.
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use this instead of the system one.
This means that Mac OS X users can now use the standard sqlite adaptor instead of the legacy one.
This is SQLite 3.7.5. I configured the build with the line
CFLAGS="-Os -g -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc7400 -DSQLITE_ENABLE_COLUMN_METADATA" LDFLAGS="-arch i386 -arch x86_64 -arch ppc7400" ./configure --disable-dependency-tracking
The SQLITE_ENABLE_COLUMN_METADATA flag exports the metadata symbols that modern Mono SQLite adaptors need.
The -Os removes debugging symbols (as per the sqlite3 source pkg README)
The other parts are to cross compile for x86_64, i386 and ppc. On Mac OS X, Mono can actually only P/INVOKE 32-bit libraries even on 64 bit platforms so i386 is being used. The dylib has not been tested on ppc.
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branch now exists.
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populating the local id scene object index instead of each part's local id
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This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
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For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
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Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
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with the fact that it's one word rather than two.
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object tab
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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counts.
This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
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synchronously.
Handling these synchronously kills the inbound packet loop if many requests are made for remote land and those requests are handled slowly or timeout (timeout is 10s)
This can happen if a user searches for "land for sale" and then clicks many of the parcels in the list (or just presses down arrow to move through every entry).
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