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2011-04-20bug fix. Now when an unacked update packet is handled through ↵Dan Lake1-2/+2
ResendPrimUpdates, it is removed from the UnackedPacketCollection.
2011-04-19Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-32/+32
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-18Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-32/+32
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-13New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-1/+1
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-12New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-1/+1
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-11New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-1/+1
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-02-18minor: remove mono compiler warningJustin Clark-Casey (justincc)1-1/+1
2011-02-09Put the Ack of UseCircuitCode back to where it used to be. Some ppl are ↵Diva Canto1-6/+5
reporting login issues.
2011-02-09Comment instrumentation out. Not needed anymore. Left in comments, in case ↵Diva Canto1-4/+7
it is needed again. Mantis #5365
2011-02-09Revert "Brute-force debug -- mantis #5365"Diva Canto1-5/+0
This reverts commit 585473aade100c3ffeef27e0c8e6b6c8c09d0109.
2011-02-08Brute-force debug -- mantis #5365Diva Canto1-0/+5
2011-02-08Avoid potential race conditions on UseCircuitCode. I artificially made the ↵Diva Canto1-23/+28
race condition happen, and got very similar results to those described in mantis #5365 -- no prims/avie sent back.
2011-02-08Minor addition to the previous commitDiva Canto1-3/+12
2011-02-08Minor improvement to previous commit.Diva Canto1-2/+4
2011-02-08Added emergency monitoring of UDP Outgoing packets thread. Just type ↵Diva Canto1-0/+100
"emergency-monitoring on/off"
2011-02-02Record number of resent packets in LindenUDP stack and display in stats reportJustin Clark-Casey (justincc)1-1/+4
2011-01-21implement "show throttles" command for showing current agent throttles and ↵Justin Clark-Casey (justincc)1-3/+5
the server settings. This is in a very crude state, currently. The LindenUDPModule was renamed LindenUDPInfoModule and moved to OptionalModules OptionalModules was given a direct reference to OpenSim.Region.ClientStack.LindenUDP so that it can inspect specific LindenUDP settings without having to generalize those to all client views (some of which may have no concept of the settings involved). This might be ess messy if OpenSim.Region.ClientStack.LindenUDP were a region module instead, like MXP, IRC and NPC
2011-01-18Prune some of the excess logging for client logins.Justin Clark-Casey (justincc)1-3/+3
Didn't touch the appearance related stuff.
2011-01-17Fix UnackedBytes client stack statistic as seen in "show queues"Justin Clark-Casey (justincc)1-2/+0
Bytes were being wrongly added again on a resend
2011-01-05Commented a verbose Debug message in LLUDPServer that got uncommented at ↵Diva Canto1-1/+1
some point.
2010-12-02Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)1-2/+6
If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately. Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates. In tests, this doesn't appear to affect performance. There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
2010-12-02minor: add some method docJustin Clark-Casey (justincc)1-0/+14
2010-11-28Implement health monitoring of the packet receiving and sending threadsMelanie1-0/+2
2010-11-08Formatting cleanup.Jeff Ames1-2/+2
2010-11-05Revert "Spin the AddNewClient process off into a new thread to avoid locking ↵Melanie1-24/+1
up the LLUDPServer (and therefore the entire scene)" This reverts commit 40e05f41098bdedac7296d84c9aa8d915c5c9ede. Conflicts: OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
2010-10-30Set async_packet_handling = true by defaultJustin Clark-Casey (justincc)1-1/+1
Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously. Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably. Of course, a lot of login lag is still coming from other sources.
2010-10-29Add number of ms it takes to complete UseCircuitCode packet handling to log ↵Justin Clark-Casey (justincc)1-2/+8
for diagnostics
2010-10-22Revert "Merge remote branch 'otakup0pe/mantis5110'"Justin Clark-Casey (justincc)1-1/+1
This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
2010-10-21* change the data exchanged within hypergrid transactionsJonathan Freedman1-1/+1
2010-09-17Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)1-0/+4
Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
2010-09-13Add client name to packet resend log messages to make them a bit more ↵Justin Clark-Casey (justincc)1-3/+7
informative
2010-08-08In my crusade against facelights, I am striking the killing blow. Add aMelanie1-0/+5
DisableFacelights option to OpenSim.ini to finally kill those immersion- breaking, silly vanity lights that destroy nighttime RP. Girls, you look just fine without them. Guys, you too. Thank you. Melanie has left the building.
2010-08-08In my crusade against facelights, I am striking the killing blow. Add aMelanie Thielker1-0/+4
DisableFacelights option to OpenSim.ini to finally kill those immersion- breaking, silly vanity lights that destroy nighttime RP. Girls, you look just fine without them. Guys, you too. Thank you. Melanie has left the building.
2010-07-17Ensure that packets do NOT get delivered to a client before the modules that ↵Tom Grimshaw1-1/+22
can deal with the client's response have finished loading.
2010-07-17Revert 233c872.. "* Call client.Start() sunchronously. Calling thos async ↵Tom Grimshaw1-10/+1
avoids some stuttering", pending fix for the core issue
2010-07-02Call client.Start() sunchronously. Calling thos async avoids some stutteringMelanie Thielker1-1/+10
when people log in, but fatally screws up money.
2010-05-17Following on from the last commit, the stop/disconnect packet should NOT be ↵Tom Grimshaw1-1/+1
sent when the user logs out. This eliminates the annoying "crash on log out" bug, and allows the client to commit important information at the last moment (attachment data!)
2010-05-12* Initial commit of the slimupdates2 rewrite. This pass maintains the ↵unknown1-14/+4
original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
2010-05-11Spin the AddNewClient process off into a new thread to avoid locking up the ↵Tom Grimshaw1-1/+2
LLUDPServer (and therefore the entire scene)
2010-04-02Don't append ACKs to zerocoded packets. Although this should fine in theory, ↵John Hurliman1-15/+20
I'm seeing the viewer ignore or fail to parse ACKs appended to our zerocoded packets. This should cut down on viewer->sim resend traffic
2010-03-16Removed the unused use_async_when_possible config variableJohn Hurliman1-1/+1
2010-02-23Streamlined error logging for malformed packets and fixed a bug when ↵John Hurliman1-4/+3
printing the hex dump
2010-01-29* HGGridConnector is no longer necessary.Diva Canto1-0/+3
* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
2010-01-28HG 1.5 is in place. Tested in standalone only.Diva Canto1-20/+0
2010-01-18Go Home works. With security!!Diva Canto1-0/+20
2009-12-20Reverted my changes to jhurliman's packet stack since it currently causes ↵CasperW1-24/+3
more problems than it resolves. The stack DOES need a rework particularly with regards to priorities, but this is not it.
2009-12-13* Add some glue that allows LocalPacketHandlers to decide if they want the ↵Teravus Ovares (Dan Olivares)1-1/+1
packet to be processed asynchronously or not. * Make several packets not asynchronous (such as AgentUpdate). In theory, all fast returning packet handling methods should not be asynchronous. Ones that wait on an external resource or a long held lock, should be asynchronous.
2009-12-06Revert "Make ObjectSelect packet processing not use FireAndForget"Melanie1-6/+1
This reverts commit cade14c58c335503221753b10ec361898ce5f9d4.
2009-12-06Make ObjectSelect packet processing not use FireAndForgetMelanie1-1/+6
2009-11-27* Re-enable lightweight packet tracking stats on a 3000 ms interval.Teravus Ovares (Dan Olivares)1-0/+9