| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
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"
|
|
|
|
| |
Clean up some parameter code in Statistics.Binary.
|
| |
|
|
|
|
| |
Defaulting to zero length array.....
|
|
|
|
| |
* 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.
|
|
|
|
|
|
| |
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).
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
(General, not physics). Makes flying not feel as stiff.
|
|\ |
|
| |
| |
| |
| | |
other than the object currently sat on
|
|/ |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
process a packet
|
|
|
|
| |
automatically turns off any logging enabled between tests
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
udp packet handling thread.
There's no obvious race condition reason for doing this on the main packet handling thread.
|
|
|
|
|
|
| |
LLClientView directly.
This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
|