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* do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
| | | | corrected viewers do work
* change it again...UbitUmarov2014-09-261-1/+1
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* remove unnecessary argument refUbitUmarov2014-09-261-1/+1
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* make c# more happyUbitUmarov2014-09-261-4/+1
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* use central animationset permitions defineUbitUmarov2014-09-261-2/+2
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* Extend upload verification to all upload pathsMelanie Thielker2014-09-251-0/+8
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* fix animation asset name to "animatn", use "animset" for the newUbitUmarov2014-09-251-8/+10
| | | | animationSet
* add also the name animset until its clear the name liru will useUbitUmarov2014-09-251-0/+7
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* add animationset to upload assets, for now no costUbitUmarov2014-09-251-0/+6
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* 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.
* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
| | | | | throttle and makes more packets to be sent in bursts and not in steady state flow.
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
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* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
| | | | | int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
| | | | reduce MeshModule impact on udp rate
* add method to get a category throttle rateUbitUmarov2014-08-292-38/+37
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* reduce burstUbitUmarov2014-08-291-1/+1
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* replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
| | | | acumulated ( variable named BurtRate, not exactly a rate...)
* disable first dripUbitUmarov2014-08-291-1/+1
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* try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
| | | | region with a lot of contents. Should not affect much average rates.
* remove misplaced commentUbitUmarov2014-08-281-1/+0
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* try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
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* add some functions for estimation of number of bytes that can be send in a ↵UbitUmarov2014-08-282-0/+13
| | | | category in specified time
* send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
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* if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18
| | | | should send other avatarinformation with same priority on same Task category ( plus cleanup )
* enqueue also if m_nextPackets[category] is not null. This is really theUbitUmarov2014-08-271-4/+8
| | | | | top element of a category queue, equivalente to using a queue.peek() if avaiable
* dont append acks to a resend packetUbitUmarov2014-08-261-1/+1
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* *test* back to no sog kills, little retouch on attachment updates,UbitUmarov2014-08-251-1/+1
| | | | NameValue AttachItemID is a root part thing only
* *test* cleanup the bugs nestUbitUmarov2014-08-251-6/+8
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* change enconding of attachment updates NameValue and State fieldsUbitUmarov2014-08-251-0/+19
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* clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-22/+2
| | | | path
* on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov2014-08-231-4/+2
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* Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov2014-08-231-0/+6
| | | | the kill work
* add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+26
| | | | optionally overriding its parentID. check what it does to attachments
* 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 resendUbitUmarov2014-08-202-36/+54
| | | | | 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.
* send zero velocity again on avatar full update or its uglyUbitUmarov2014-08-191-1/+1
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* fix the encoding of rotation in updates, not just using the next field toUbitUmarov2014-08-191-15/+12
| | | | override w bytes. ( specially having it commented )
* still another ...UbitUmarov2014-08-191-2/+1
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* fix a missed blocking of sending updates the the new attach points aboveUbitUmarov2014-08-191-2/+1
| | | | hud indexes
* NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2014-08-162-2/+22
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* reduce ping cliping lower limitUbitUmarov2014-08-141-2/+2
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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 showUbitUmarov2014-08-143-5/+41
| | | | connections console command
* Merge branch 'ubitworkmaster'Melanie Thielker2014-08-132-63/+68
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| * remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2014-08-132-11/+17
| | | | | | | | | | 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