| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
the event of a terse update being rejected - Re-add a synchronous SendTo for certain types of packets
|
| |
|
|
|
|
|
|
|
| |
upped it to 30ms
* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
|
|
|
|
| |
with a config setting, defaulting to synchronous mode
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
| |
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
|
| |
|
|
|