| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
| |
a friendly error message and drop the packet
|
|
|
|
|
|
| |
increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge
* Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
|
|
|
|
|
|
| |
statement inside a try/catch. This statement times out for me very frequently
* More verbose logging when zerocoding fails on an outbound packet
|
|
|
|
|
|
| |
cloud issues
* Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
|
|
|
|
| |
with a config setting, defaulting to synchronous mode
|
|
|
|
| |
more tweaking in the future
|
|
|
|
|
|
| |
the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
|
|
|
|
| |
* Minor formatting cleanup
|
|
|
|
|
|
| |
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well
* Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings
* Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
|
|
|
|
|
|
|
|
|
| |
property and .Clear() method
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
|
|
|
|
|
|
|
|
| |
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
|
|
|
|
|
| |
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
|
|
|
|
|
|
|
|
| |
performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
|
|
|
|
|
|
|
|
| |
disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
|
|
|
|
| |
received
|
|
|
|
|
|
| |
should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients
* Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
|
|
|
|
| |
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
|
|
|
|
|
|
| |
the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be
* Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
|
| |
|
|
|
|
|
|
|
| |
(immutable != concurrent write safety)
* Allow the UDP server to bind to a user-specified port again
* Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
|
|
|
|
| |
will prevent any potential problems from inconsistency between the internal collections
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
tests until a new test harness is written
* Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice
* Added documentation and cleanup, getting ready for the first public push
* Deleted an old LLUDP file
|
|
|
|
|
|
|
| |
exceptions thrown in the async method
* Added packet stats handling to the new LLUDP implementation
* Attempting to avoid a race condition when creating a new LLUDPClient
|
|
|
|
|
|
|
|
| |
although not everything is reimplemented yet
* Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing
* Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively
* Fixed formatting for a MySQLAssetData error logging line
|
| |
|
| |
|
|
|
|
| |
user's viewer network throttle settings
|
|
|
|
| |
WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
option for LLUDPServer. On windows .NET the default socket receive
buffer size is 8192 bytes, on recent linux systems it's about
111K. both value can be a bit small for an OpenSim instance serving
many clients. The socket receive buffer size can be configured via
an OpenSim.ini config option
- adds a general catch clause to LLUDPServer.OnReceivedData() to
prevent it submerging when an unexpected Exception occurs.
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
|
|
|
|
|
|
|
| |
-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
|
|
|
|
| |
added
|
|
|
|
|
|
|
|
|
| |
singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
|
|
|
|
| |
lethal stack overflows.
|
|
|
|
| |
void AddScene(IScene x). As there should be no need for the client view to have a reference to Scene. IScene should be all it needs.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|
|
|
|
| |
again if a duplicate use circuit code packet comes in
|
| |
|
| |
|
|
|
|
| |
friend to be terminated could not be found
|
| |
|
| |
|
| |
|