| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
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Also prevent god takes from ending up in Lost and Found
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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.
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up the LLUDPServer (and therefore the entire scene)"
This reverts commit 40e05f41098bdedac7296d84c9aa8d915c5c9ede.
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
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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.
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for diagnostics
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This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing
changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
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Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
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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.
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informative
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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.
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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.
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can deal with the client's response have finished loading.
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avoids some stuttering", pending fix for the core issue
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when people log in, but fatally screws up money.
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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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!)
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LLUDPServer (and therefore the entire scene)
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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
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printing the hex dump
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* 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.
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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.
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actual packet size only for oversized packets.
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inventory packets don't make us barf
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packet is a mess and shouldn't be used at all (in favor of the event queue message)
* Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
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category to task
* Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth
* Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
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* Prints a warning for any future packet splitting failures
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* Misc. cleanup in ScenePresence.HandleAgentUpdate()
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based clients can use UDP server that is inherited from LLUDPServer.
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always leave a worker thread available for other tasks
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inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
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