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re-prioritizing updates
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prioritization
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finer grained prioritization of avatars vs. prims
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RegionLoaded() a two line function
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IRegionModuleBase interface where AddRegion(), RegionLoaded(), etc. actually exist. Shot in the dark at fixing the Mono issue
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for each RegionLoaded() call. This probably won't fix nebadon's crash, but it seems like a good idea
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RegionLoaded from firing for testing
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work around a Mono bug with nested delegates
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a friendly error message and drop the packet
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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
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prioritization
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statement inside a try/catch. This statement times out for me very frequently
* More verbose logging when zerocoding fails on an outbound packet
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prioritization
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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
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prioritization scheme
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prioritization
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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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.
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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)
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debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
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Thank you, Fly-Man
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relogging.
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scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
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it will definitely get us closer to the root cause.
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RemoveFromPhysicalScene or we'll be leaking
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debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
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allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now.
* The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
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to match defaults in code
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avatar in the sim, including yourself.
* Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot.
* Thanks lkalif for bringing it to our attention.
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don't crash. This code needs to be removed as soon as user services is refactored.
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MySQLAssetData with Utils.DateTimeToUnixTime()
* Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode
* Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
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