| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |/ / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |\ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
|
| |\ \ \ \ \ \ \ \
| | | |/ / / / / /
| | |/| | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
check we received a request handler first since this is not guaranteed.
Resolves harmless logged exception when content type and generic xml rpc requests take more than 3 seconds.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
commit (1de80c)
|
| |\ \ \ \ \ \ \ \
| | |/ / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
IClientAPI from LLClientView
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
|
| |\ \ \ \ \ \ \ \
| | |/ / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
one we pool atm, rather than attempting to return all incoming packets.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
churn
|
| |\ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \
| | | |/ / / / / / /
| | |/| | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
ignoring it.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
memory churn changes rather than waiting for the average to move.
|
| |\ \ \ \ \ \ \ \ \
| | |/ / / / / / / /
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
UDP data.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
|
| |\ \ \ \ \ \ \ \ \
| | |/ / / / / / / / |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
|
| |\ \ \ \ \ \ \ \ \
| | |/ / / / / / / /
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
This was a regression from 16c9c1df Sat Oct 6 02:34:49 2012 +0100.
Should resolve http://opensimulator.org/mantis/view.php?id=6360
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
estate method is received from the client.
|
| | |\ \ \ \ \ \ \ \ |
|
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
performing HG regionflags service check if the region secret is not empty.
An empty RegionSecret is never HG, whilst a non-empty one may be HG or being genuinely used as a RegionSecret.
|
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
If the region is not classed a hypergrid region, then the region secret is checked to make sure that it is a valid UUID.
Just a temporary fix at this time.
|
| | | | | | | | | | | |
|
| |\ \ \ \ \ \ \ \ \ \
| | | |/ / / / / / / /
| | |/| | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |/ / / / / / / / |
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
finite number of frames even if the scene isn't active.
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
This allows the scene update and maintenance loops to be started and stopped for debug purposes.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Properly resolve circular reference which no longer appeared in Mono build as there were no using statements for it.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
viewers.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
as cubes.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
This is not useful during normal operation.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
packetpool stats.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Packetpool code.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
the build order.
Luckily, it turns out Framework.Monitoring doesn't need to reference Console directly.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
|
| | |\ \ \ \ \ \ \ \ |
|
| | | | | | | | | | | |
|
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
Bullet 2.81
|