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path: root/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs (follow)
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* Merge branch 'master' into careminster-presence-refactorMelanie2010-12-061-1/+1
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| * Merge branch 'master-core' into mantis5110Jonathan Freedman2010-12-051-2/+20
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| * \ Merge https://github.com/opensim/opensim into mantis5110Jonathan Freedman2010-11-211-2/+2
| |\ \ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * \ \ Merge branch 'master' into mantis5110Jonathan Freedman2010-10-301-1/+1
| |\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
| * \ \ \ Merge branch 'master' into mantis5110Jonathan Freedman2010-10-291-2/+8
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* | \ \ \ \ Merge branch 'master' into careminster-presence-refactorMelanie2010-12-031-2/+20
|\ \ \ \ \ \ | | |_|_|_|/ | |/| | | | | | | | | | Also prevent god takes from ending up in Lost and Found
| * | | | | Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)2010-12-021-2/+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.
| * | | | | minor: add some method docJustin Clark-Casey (justincc)2010-12-021-0/+14
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* | | | | Implement health monitoring of the packet receiving and sending threadsMelanie2010-11-281-0/+2
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* | | | | Merge branch 'master' into careminster-presence-refactorMelanie2010-11-091-2/+2
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| * | | | Formatting cleanup.Jeff Ames2010-11-081-2/+2
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* | | | Revert "Spin the AddNewClient process off into a new thread to avoid locking ↵Melanie2010-11-051-24/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | up the LLUDPServer (and therefore the entire scene)" This reverts commit 40e05f41098bdedac7296d84c9aa8d915c5c9ede. Conflicts: OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
* | | | Merge branch 'master' into careminster-presence-refactorMelanie2010-11-021-3/+9
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| * | | Set async_packet_handling = true by defaultJustin Clark-Casey (justincc)2010-10-301-1/+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.
| * | Add number of ms it takes to complete UseCircuitCode packet handling to log ↵Justin Clark-Casey (justincc)2010-10-291-2/+8
| | | | | | | | | | | | for diagnostics
| * | Revert "Merge remote branch 'otakup0pe/mantis5110'"Justin Clark-Casey (justincc)2010-10-221-1/+1
| |/ | | | | | | | | This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
| * * change the data exchanged within hypergrid transactionsJonathan Freedman2010-10-211-1/+1
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-171-0/+4
|\ \ | |/ | | | | | | | | Integrate the next large patch. Don't use this version, it has a ghost avatar issue. Next push will fix it.
| * Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)2010-09-171-0/+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.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-141-3/+7
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| * Add client name to packet resend log messages to make them a bit more ↵Justin Clark-Casey (justincc)2010-09-131-3/+7
| | | | | | | | informative
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-08-081-0/+2
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| * In my crusade against facelights, I am striking the killing blow. Add aMelanie2010-08-081-0/+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.
* | In my crusade against facelights, I am striking the killing blow. Add aMelanie Thielker2010-08-081-0/+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.
* | Ensure that packets do NOT get delivered to a client before the modules that ↵Tom Grimshaw2010-07-171-1/+22
| | | | | | | | can deal with the client's response have finished loading.
* | Revert 233c872.. "* Call client.Start() sunchronously. Calling thos async ↵Tom Grimshaw2010-07-171-10/+1
| | | | | | | | avoids some stuttering", pending fix for the core issue
* | Call client.Start() sunchronously. Calling thos async avoids some stutteringMelanie Thielker2010-07-021-1/+10
| | | | | | | | when people log in, but fatally screws up money.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-05-211-14/+4
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| * * Initial commit of the slimupdates2 rewrite. This pass maintains the ↵unknown2010-05-121-14/+4
| | | | | | | | original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
* | Following on from the last commit, the stop/disconnect packet should NOT be ↵Tom Grimshaw2010-05-171-1/+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!)
* | Spin the AddNewClient process off into a new thread to avoid locking up the ↵Tom Grimshaw2010-05-111-1/+2
|/ | | | LLUDPServer (and therefore the entire scene)
* Don't append ACKs to zerocoded packets. Although this should fine in theory, ↵John Hurliman2010-04-021-15/+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
* Removed the unused use_async_when_possible config variableJohn Hurliman2010-03-161-1/+1
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* Streamlined error logging for malformed packets and fixed a bug when ↵John Hurliman2010-02-231-4/+3
| | | | printing the hex dump
* * HGGridConnector is no longer necessary.Diva Canto2010-01-291-0/+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.
* HG 1.5 is in place. Tested in standalone only.Diva Canto2010-01-281-20/+0
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* Go Home works. With security!!Diva Canto2010-01-181-0/+20
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* * Add some glue that allows LocalPacketHandlers to decide if they want the ↵Teravus Ovares (Dan Olivares)2009-12-131-1/+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.
* * Re-enable lightweight packet tracking stats on a 3000 ms interval.Teravus Ovares (Dan Olivares)2009-11-271-0/+9
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* Applying #4332, optional packet statistics loggingJohn Hurliman2009-11-051-0/+111
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* Refine oversized packet handling as per jhurliman. Reallocate the buffer toMelanie2009-11-041-4/+7
| | | | actual packet size only for oversized packets.
* Add some length to the backet buffer for packet sending so oversizeMelanie2009-11-041-1/+1
| | | | inventory packets don't make us barf
* Make the default and max RTO configurable int he linden client stackMelanie2009-10-301-1/+7
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* * Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman2009-10-301-2/+2
| | | | | | 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
* * Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman2009-10-301-4/+8
| | | | | | | 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
* * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman2009-10-301-4/+4
| | | | * Prints a warning for any future packet splitting failures
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-291-2/+2
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2009-10-281-5/+5
| | | | based clients can use UDP server that is inherited from LLUDPServer.
* Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2009-10-271-0/+8
| | | | always leave a worker thread available for other tasks
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-261-7/+7
| | | | 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