| Commit message (Collapse) | Author | Files | Lines |
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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Clean up some parameter code in Statistics.Binary.
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Defaulting to zero length array.....
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* Add zero length blocks to the new packet blocks to remain compatible with older viewers and avoid a NullRef when _packets_.cs calls the Length parameter.. which adds up the Length property all of the blocks.
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Extend implementors of IStatsCollector to return an OSDMap of stats.
Update UserStatsCollector and AssetStatsCollector to return both
string and OSDMap data (as well as console format).
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This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
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This reverts commit 141ad829f448b9138b12be7cf99c834c1f3977ec.
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(General, not physics). Makes flying not feel as stiff.
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other than the object currently sat on
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interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
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process a packet
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automatically turns off any logging enabled between tests
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delta over time.
The chief motivation for this is to be able to tell whether there's any impact on incoming packet processing from enabling extra packet pooling.
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handling thread.
This prevents a slow grid information network call from holding up the main packet handling thread.
There's no obvious race condition reason for not doing this asynchronously.
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udp packet handling thread.
There's no obvious race condition reason for doing this on the main packet handling thread.
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LLClientView directly.
This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
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lifted up into LLUDPServer and be distiguished by scene name
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Also puts some packet processing counts in a container named after the scene so that stats can be collected from more than one scene.
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rather than synchronously.
This is to avoid the entire scene loop being held up when the group service is slow to respond.
There's no obvious reason for these queries to be sync rather than async.
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Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
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running via the "debug lludp pool <on|off>" console command. For debug purposes.
This does not currently apply to the higher LLUDP packetpool.
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they are enabled. Add count stats for existing LLUDP pool.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
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commit (1de80c)
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which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
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one we pool atm, rather than attempting to return all incoming packets.
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churn
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ignoring it.
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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.
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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.
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estate method is received from the client.
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Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
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viewers.
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packetpool stats.
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Packetpool code.
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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.
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This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
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prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
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easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
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bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
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in Scene.
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
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OpenSim.Region.Clientstack.Linden.UDP
This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
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