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path: root/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs (follow)
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* sadly revert to resend terseUpdates enqueuing them back into entityupdatesUbitUmarov2014-10-311-1/+1
| | | | | queue. Viewers fail to handle correctly out of order updates with ugly visible effects. Make sure these packets don't include acks so they aren't lost.
* Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2014-10-131-1/+0
| | | | | | | | This reverts commit 8c41271b3312f2a02608ffc41b220f7fb018d6ad. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
* revert to async send, since past experience showed sync didn't work whenUbitUmarov2014-10-131-2/+2
| | | | on mono
* *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-131-1/+2
| | | | Testing this may require several people.
* Fix a nullref in a debug message. If we have no SceneAgent, we can't output ↵Melanie Thielker2014-09-151-5/+8
| | | | data from it.
* Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker2014-09-141-1/+2
| | | | of the last Ubit patch.
* revert changes to m_pendingCache and remove client close if there is noUbitUmarov2014-09-141-21/+14
| | | | SP, as requested
* do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov2014-09-131-15/+23
| | | | | | | respective HandleUseCircuitCode, no matter how long it takes, so a viewer retry doesnt start a overlapping one. It HandleUseCircuitCode responsability to always remove entries, even on fails. Remove a client even if m_scene.CloseAgent fails.
* If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker2014-09-131-0/+14
| | | | crashed while logging out. Don't reuse it, create a new one.
* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-021-1/+1
| | | | | int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
* dont append acks to a resend packetUbitUmarov2014-08-261-1/+1
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* revert droping udp packet resends after 6 retries, keep resending.UbitUmarov2014-08-211-10/+0
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* remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2014-08-201-0/+10
| | | | | the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.
* NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2014-08-161-0/+17
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* reduce ping filter time constantUbitUmarov2014-08-141-1/+1
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* add a estimator of client ping time, and painfully make it visible in showUbitUmarov2014-08-141-5/+13
| | | | connections console command
* remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2014-08-131-9/+13
| | | | | need a delay, we need to do it at end of HandleUseCircuitCode before feeding pending packets (including that one) into processing queue.
* process AgentUpdates in order with rest of packets. Only give higher ↵UbitUmarov2014-08-131-2/+4
| | | | priority to chat
* take agentUpdate checks out of llUDPserver (disabling useless debug) andUbitUmarov2014-08-121-19/+3
| | | | do it only where its supposed to be done..
* actually let delay match throttles as original designUbitUmarov2014-08-101-11/+9
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* OutgoingPacketHandler can not be paced by hits on SendPacket()UbitUmarov2014-08-101-4/+8
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* check...UbitUmarov2014-08-041-17/+17
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* Revert "start sending terrain in scenePresence after well defined avatar. Minor"UbitUmarov2014-08-041-17/+17
| | | | This reverts commit 05a2feba5d780c57c252891a20071800fd9f2e3e.
* start sending terrain in scenePresence after well defined avatar. MinorUbitUmarov2014-08-041-17/+17
| | | | change on significante AgentUpdate check.
* dont send packets twiceUbitUmarov2014-07-271-1/+0
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* Merge branch 'master' into careminsterMelanie2013-11-231-0/+23
|\ | | | | | | | | | | | | | | | | Conflicts: .gitignore OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs prebuild.xml runprebuild.bat
| * Add IncomingPacketsResentCount clientstack statisticsJustin Clark-Casey (justincc)2013-11-061-0/+23
| | | | | | | | | | This records how many packets were indicated to be resends by clients Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
* | Merge branch 'master' into careminsterMelanie2013-11-081-42/+85
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
| * Start counting resent packets in the places that I missed when the stat was ↵Justin Clark-Casey (justincc)2013-10-311-0/+4
| | | | | | | | first added a few commits ago
| * Add OutgoingPacketsResentCount clientstack stat.Justin Clark-Casey (justincc)2013-10-311-0/+27
| | | | | | | | | | | | This allows one to monitor the total number of messages resent to clients over time. A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.
| * Comment out LLUDPServer.BroadcastPacket() to reduce code complexity. ↵Justin Clark-Casey (justincc)2013-10-241-38/+38
| | | | | | | | Appears to be a never used method.
| * Only set the data present event if we actually queued an outoing packet (not ↵Justin Clark-Casey (justincc)2013-10-241-4/+17
| | | | | | | | if we sent immediately)
* | Merge branch 'master' into careminsterMelanie2013-10-041-15/+59
|\ \ | |/ | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)2013-09-271-1/+1
| | | | | | | | the code that this is symmetric with CloseAgent()
| * refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-271-2/+2
| | | | | | | | | | | | it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
| * Reinsert client.SceneAgent checks into ↵Justin Clark-Casey (justincc)2013-09-251-11/+26
| | | | | | | | | | | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100) This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message. This is most probably why the message appeared to get lost on a proportion of entity transfers. A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
| * Reinsert 200ms sleep accidentally removed in commit 7dbc93c (Wed Sep 18 ↵Justin Clark-Casey (justincc)2013-09-251-2/+2
| | | | | | | | 21:41:51 2013 +0100)
| * Double the time spent waiting for a UseCircuitCode packet in ↵Justin Clark-Casey (justincc)2013-09-181-1/+1
| | | | | | | | | | | | | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755 With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails. There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
| * Change logging to provide more information on ↵Justin Clark-Casey (justincc)2013-09-181-10/+39
| | | | | | | | | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
* | Merge branch 'master' into careminsterMelanie2013-08-171-21/+69
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Services/Connectors/Neighbour/NeighbourServicesConnector.cs
| * Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record ↵Justin Clark-Casey (justincc)2013-08-141-4/+29
| | | | | | | | well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
| * Count any incoming packet that could not be recognized as an LLUDP packet as ↵Justin Clark-Casey (justincc)2013-08-141-21/+44
| | | | | | | | | | | | | | a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount Used to detect if a simulator is receiving significant junk UDP Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
* | Merge branch 'master' into careminsterMelanie2013-08-111-3/+3
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Application/OpenSimBase.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-081-3/+3
| | | | | | | | | | | | | | | | | | | | an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
* | Merge branch 'master' into careminsterMelanie2013-08-011-2/+3
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
| * minor: Add name to debug lludp packet level feedback on consoleJustin Clark-Casey (justincc)2013-08-011-1/+1
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| * Try a different approach to slow terrain update by always cycling the loop ↵Justin Clark-Casey (justincc)2013-08-011-1/+2
| | | | | | | | | | | | | | | | immediately if any data was sent, rather than waiting. What I believe is happening is that on initial terrain send, this is done one packet at a time. With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send. This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
| * Revert "Issue: painfully slow terrain loading. The cause is commit ↵Justin Clark-Casey (justincc)2013-08-011-5/+5
| | | | | | | | | | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does." This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3.
| * Issue: painfully slow terrain loading. The cause is commit ↵Diva Canto2013-08-011-5/+5
| | | | | | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.
* | Merge branch 'master' into careminsterMelanie2013-08-011-11/+28
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs