| Commit message (Collapse) | Author | Age | Files | Lines |
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long time on certain versions of mono. It's better to abort them if they take too long. So timeout is now an argument. Currently: 20secs for CreateAgent, 100secs for UpdateAgent (fat), 10 secs for UpdateAgent (Position); all of these divided by 4, for ReadWrite, as Mic had before.
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it was _way_ too low and is probably making writes abort in the middle.
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the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
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quite some time.
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hosters to setup regions maintaining more control over system resources.
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of not all prims being sent without reprioritization.
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and currently used for all of an avatars attachments by the other
policies. Also changed the way items are pulled from the update queues
to bias close objects even more.
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command to look at the entity update priority queue. Added a "name" parameter
to show queues, show pqueues and show throttles to look at data for a specific
user.
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See http://opensimulator.org/mantis/view.php?id=5336
It turns out that viewer 2 was upset by the lack of a response to viv_watcher.php. This would send it into a continuous login loop.
Viewer 1 was quite happy to ignore the lack of response.
This commit puts in the bare minimum 'OK' message in response to viv_watcher.php. This allows viewer 2 voice to connect and appears to work.
However, at some point we need to fill out the watcher response, whatever that is.
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per Melanie's very good suggestion. The immediate queue is
serviced completely before all others, making it a very good
place to put avatar updates & attachments.
Moved the priority queue out of the LLUDP directory and
into the framework. It is now a fairly general utility.
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Often, by the time the UDPServer realizes that an entity update packet
has not been acknowledged, there is a newer update for the same entity
already queued up or there is a higher priority update that should be
sent first. This patch eliminates 1:1 packet resends for unacked entity
update packets. Insteawd, unacked update packets are decomposed into the
original entity updates and those updates are placed back into the
priority queues based on their new priority but the original update
timestamp. This will generally place them at the head of the line to be
put back on the wire as a new outgoing packet but prevents the resend
queue from filling up with multiple stale updates for the same entity.
This new approach takes advantage of the UDP nature of the Linden protocol
in that the intent of a reliable update packet is that if it goes
unacknowledge, SOMETHING has to happen to get the update to the client.
We are simply making sure that we are resending current object state
rather than stale object state.
Additionally, this patch includes a generalized callback mechanism so
that any caller can specify their own method to call when a packet
expires without being acknowledged. We use this mechanism to requeue
update packets and otherwise use the UDPServer default method of just
putting expired packets in the resend queue.
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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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OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
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branch now exists.
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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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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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RegionInfo.InternalEndPoint.Port
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This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
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in LLClientView
need to move selected prim counts from LandData/LMM still
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and not the regions themselves
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wasn't being done anywhere).
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regions that it loaded from them
This will show up with the lines [REGION LOADER FILE SYSTEM]: Loading config files from ./Regions, etc.
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SceneGraph.ForEachSOG(). This will be corrected soon.
Also adds lots of temproarily debug logging
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counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
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Fixes several spelling mistakes
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request method and target are reported correctly and drop the txn id
as it's empty 99% of the time.
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This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
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static dictionaries on NullUserAccountData instance instead to stop user accounts being carried over between tests
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false
Implement test for ClearMediaEntry()
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child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
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