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* Add AverageUDPProcessTime stat to try and get a handle on how long we're ↵Justin Clark-Casey (justincc)2013-07-232-2/+56
| | | | | | | | taking on the initial processing of a UDP packet. If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss. If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race. This is an experimental stat which may be changed.
* Added check for user movement specification before discarding an incomingRobert Adams2013-07-222-42/+42
| | | | | | AgentUpdate packet. This fixes the problem with vehicles not moving forward after the first up-arrow. Code to fix a potential exception when using different IClientAPIs.
* Minor cosmetic changes.Diva Canto2013-07-211-27/+23
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* The quaternion delta was a bit to high, now that the head rotation is out of ↵Diva Canto2013-07-211-1/+1
| | | | the equation. (head rotation was the problematic one)
* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-211-23/+4
| | | | lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
* A couple of small optimizations over the previous commitDiva Canto2013-07-211-8/+10
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* Manage AgentUpdates more sanely:Diva Canto2013-07-211-106/+108
| | | | | | - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream
* Fixed the stats in show client stats. Also left some comments with ↵Diva Canto2013-07-212-5/+15
| | | | observations about AgentUpdates.
* furhter shorten CheckAgentUpdateSignificance(). No real perf impact.Justin Clark-Casey (justincc)2013-07-211-7/+5
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* Remove some pointless code in CheckAgentUpdateSignificance()Justin Clark-Casey (justincc)2013-07-211-30/+20
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* Make the check as to whether any particular inbound AgentUpdate packet is ↵Justin Clark-Casey (justincc)2013-07-212-58/+129
| | | | | | significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing.
* Add measure of number of inbound AgentUpdates that were seen as significant ↵Justin Clark-Casey (justincc)2013-07-211-0/+3
| | | | | | | | | to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display.
* Hack in console command "debug lludp toggle agentupdate" to allow ↵Justin Clark-Casey (justincc)2013-07-211-0/+24
| | | | | | | | AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers.
* minor: provide user feedback in the log for now when udp in/out bound ↵Justin Clark-Casey (justincc)2013-07-211-4/+8
| | | | threads are started/stopped
* Fix up a temporary debugging change from last commit which stopped "lludp ↵Justin Clark-Casey (justincc)2013-07-211-2/+1
| | | | stop out" from actually doing anything
* Do some simple queue empty checks in the main outgoing udp loop instead of ↵Justin Clark-Casey (justincc)2013-07-215-22/+92
| | | | | | | always performing these on a separate fired thread. This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic. However, needs testing at scale.
* try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of ↵Justin Clark-Casey (justincc)2013-07-182-2/+28
| | | | | | a continuous loop with sleeps. Does appear to have a cpu impact but may need further tweaking
* Revert "Puts RequestImage (UDP) back to asyn -- CPU spike hunt"Diva Canto2013-07-151-1/+1
| | | | This reverts commit b060ce96d93a33298b59392210af4d336e0d171b.
* Puts RequestImage (UDP) back to asyn -- CPU spike huntDiva Canto2013-07-151-1/+1
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* Revert the revertDiva Canto2013-07-151-0/+2
| | | | | | Revert "Trying to hunt the CPU spikes recently experienced." This reverts commit ac73e702935dd4607c13aaec3095940fba7932ca.
* Trying to hunt the CPU spikes recently experienced.Diva Canto2013-07-151-2/+0
| | | | | | Revert "Comment out old inbound UDP throttling hack. This would cause the UDP" This reverts commit 38e6da5522a53c7f65eac64ae7b0af929afb1ae6.
* Moved SendInitialDataToMe to earlier in CompleteMovement. Moved ↵Diva Canto2013-07-131-1/+1
| | | | | | | | TriggerOnMakeRootAgent to the end of CompleteMovement. Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture. Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement. Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement.
* Switched UUIDNameRequest and RegionHandleRequest to Sync, because now they ↵Diva Canto2013-07-111-2/+2
| | | | are also non-blocking handlers.
* Switched TransferRequest (UDP packet handler) to sync. The permissions ↵Diva Canto2013-07-111-99/+115
| | | | checks may block, so they get a FireAndForget. Everything else is non-blocking.
* Switched RegionHandshakeReply to Sync, because it's not doing anything blocking.Diva Canto2013-07-101-1/+1
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* EXPERIMENTAL: make RequestImage (UDP packet handler) sync instead of async. ↵Diva Canto2013-07-101-1/+1
| | | | This _shouldn't_ screw things up, given that all this does is to dump the request in a queue.
* Added show client-stats [first last] command to expose what viewers are ↵Diva Canto2013-07-102-15/+30
| | | | requesting.
* Comment out old inbound UDP throttling hack. This would cause the UDPRobert Adams2013-07-091-0/+2
| | | | | | | reception thread to sleep for 30ms if the number of available user worker threads got low. It doesn't look like any of the UDP packet types are marked async so this check is 1) unnecessary and 2) really crazy since it stops up the reception thread under heavy load without any indication.
* Handle UUIDNameRequest UDP packet processing async instead of within the ↵Justin Clark-Casey (justincc)2013-07-091-1/+1
| | | | | | main inbound UDP processing loop, to avoid any chance that this is delaying the main udp in loop. The potential impact of this should be lower now that these requests are being placed on a queue.
* Fix mono warning in LLImageManagerTestsJustin Clark-Casey (justincc)2013-07-061-1/+1
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* Add --default option to "debug lludp packet" command to allow packet logging ↵Justin Clark-Casey (justincc)2013-07-041-17/+52
| | | | to be performed immediately from client start
* change "debug packet" command to "debug lludp packet" to conform with other ↵Justin Clark-Casey (justincc)2013-07-041-0/+59
| | | | | | | "debug lludp" options also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs gets all debug lludp commands to only activate for the set scene if not root
* HG: close a loophole by which if something was wrong with the ServiceURLs it ↵Diva Canto2013-07-021-1/+1
| | | | resulted in never ending asset requests
* Fix test failure in BasicCircuitTests from previous commit 0d2fd0d9Justin Clark-Casey (justincc)2013-06-171-2/+2
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* minor: Comment out debug logging (at warn level) about number of objects ↵Justin Clark-Casey (justincc)2013-06-071-1/+1
| | | | force selected and turn down to debug level
* Update the money framework to allow sending the new style linden "serverside ↵Melanie2013-05-251-16/+14
| | | | | | is now viewerside" messages regarding currency This will require all money modules to be refactored!
* This is an experimental patch that adds support for comparing textureMic Bowman2013-05-241-5/+22
| | | | | | | | | | hashes for the purpose of accurately responding to AgentTextureCached packets. There is a change to IClientAPI to report the wearbles hashes that come in through the SetAppearance packet. Added storage of the texture hashes in the appearance. While these are added to the Pack/Unpack (with support for missing values) routines (which means Simian will store them properly), they are not currently persisted in Robust.
* Comment out log message about looking for asset data in remove asset service ↵Justin Clark-Casey (justincc)2013-05-141-1/+1
| | | | for now, in order to reduce log levels in a test region with many hg origin avatars
* Second take at HGTP-mesh bug: delay sending the initial data only for agents ↵Diva Canto2013-05-141-1/+7
| | | | that are coming via TP (root agents)
* Revert "HGTP-mesh bug: the mesh download requests were going to the ↵Diva Canto2013-05-141-0/+3
| | | | | | departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!" This reverts commit f32a21d96707f87ecbdaf42c0059f8494a119d31.
* HGTP-mesh bug: the mesh download requests were going to the departing sims ↵Diva Canto2013-05-141-3/+0
| | | | for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!
* remove pointless region handle paramter from IClientAPI.SendKillObject()Justin Clark-Casey (justincc)2013-05-091-3/+2
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* Adds an event and a method so that handling of the CachedTextureMic Bowman2013-05-081-15/+43
| | | | | | | | | | | | packet can be pulled out of LLClientView and moved to AvatarFactory. The first pass at reusing textures (turned off by default) is included. When reusing textures, if the baked textures from a previous login are still in the asset service (which generally means that they are in the simulator's cache) then the avatar will not need to rebake. This is both a performance improvement (specifically that an avatars baked textures do not need to be sent to other users who have the old textures cached) and a resource improvement (don't have to deal with duplicate bakes in the asset service cache).
* minor: Eliminate warning in LLimageManagerTests by properly calling through ↵Justin Clark-Casey (justincc)2013-04-291-0/+2
| | | | to OpenSimTestCase.SetUp()
* Change EconomyDataRequest signature to use an IClientAPI rather than UUID. ↵Melanie2013-04-251-1/+1
| | | | | | This is needed because recent LL viewer codebases call this earlier in login when the client is not yet established in the sim and can't be found by UUID. Sending the reply requires having the IClientAPI.
* Allow callers to set the invoice parameter for GenericMessageMelanie2013-04-221-2/+12
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* amend previous commit, a line was left outdahlia2013-04-171-0/+1
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* Thanks lkalif for a fix to SendRegionHandshake() which fixes a potential ↵dahlia2013-04-171-2/+6
| | | | crash with Server-side baking enabled viewers
* refactor: Remove IClientNetworkServer.NetworkStop() in favour of existing ↵Justin Clark-Casey (justincc)2013-04-161-5/+0
| | | | | | | Stop(). This was an undocumented interface which I think was for long defunct region load balancing experiments. Also adds method doc for some IClientNetworkServer methods.
* Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-261-3/+5
| | | | 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"