| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
the equation. (head rotation was the problematic one)
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
- 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
|
|
|
|
| |
observations about AgentUpdates.
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
threads are started/stopped
|
|
|
|
| |
stop out" from actually doing anything
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
|
|
|
|
| |
This reverts commit b060ce96d93a33298b59392210af4d336e0d171b.
|
| |
|
|
|
|
|
|
| |
Revert "Trying to hunt the CPU spikes recently experienced."
This reverts commit ac73e702935dd4607c13aaec3095940fba7932ca.
|
|
|
|
|
|
| |
Revert "Comment out old inbound UDP throttling hack. This would cause the UDP"
This reverts commit 38e6da5522a53c7f65eac64ae7b0af929afb1ae6.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
are also non-blocking handlers.
|
|
|
|
| |
checks may block, so they get a FireAndForget. Everything else is non-blocking.
|
| |
|
|
|
|
| |
This _shouldn't_ screw things up, given that all this does is to dump the request in a queue.
|
|
|
|
| |
requesting.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
to be performed immediately from client start
|
|
|
|
|
|
|
| |
"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
|
|
|
|
| |
resulted in never ending asset requests
|
| |
|
|
|
|
| |
force selected and turn down to debug level
|
|
|
|
|
|
| |
is now viewerside" messages regarding currency
This will require all money modules to be refactored!
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
for now, in order to reduce log levels in a test region with many hg origin avatars
|
|
|
|
| |
that are coming via TP (root agents)
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
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!
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
| |
to OpenSimTestCase.SetUp()
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
| |
crash with Server-side baking enabled viewers
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
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"
|