| Commit message (Collapse) | Author | Age | Files | Lines |
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paths don't have proper abort
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estimated size and udp sending capability on a time slice, instead always moving a arbitrary number of updates.
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throttles when it is enqueued for later send.
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changed terrain send throotle to be by packets in queue, reduced odds of MTU violation on terrain send (still bad). Most UDP protocol implementations may not mind much, but our code still does
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root as was done before )
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throttle and makes more packets to be sent in bursts and not in steady
state flow.
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int64, etc. Limite brust bytes to the total rate client requested times a
look ahead estimation time, Avoid queues starvation with updates waiting...
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acumulated ( variable named BurtRate, not exactly a rate...)
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region with a lot of contents. Should not affect much average rates.
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category in specified time
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should send other avatarinformation with same priority on same Task category ( plus cleanup )
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top element of a category queue, equivalente to using a queue.peek() if
avaiable
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connections console command
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Conflicts:
OpenSim/Framework/RegionSettings.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
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Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
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* Last step is to flip the throttle distribution.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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a new queue object.
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This is controlled via the console command "debug lludp client set process-unacked-sends true [<avatar-first-name> <avatar-last-name>]"
For debug purposes to see if this process for very bad connections is causing general outbound udp processing delays.
Relates to http://opensimulator.org/mantis/view.php?id=7393
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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Extends regression tests to test response of adaptive throttles to ack'ed and expired packets.
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throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
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This only had one child, which is the 'adaptive' token bucket.
So from testing and currently analysis, we can use that bucket directly which simplifies the code.
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