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2014-11-25minor: add apparant total to logging when client sets throttlesJustin Clark-Casey (justincc)1-2/+5
2014-11-25minor: fix bug in throttle logging where arguments were mismatchedJustin Clark-Casey (justincc)1-1/+1
2014-11-25Add "debug lludp set scene-throttle-max <value>" console command to allow us ↵Justin Clark-Casey (justincc)2-6/+40
to potentially set the scene max throttle on the fly.
2014-11-25Move information about "server agent rate" throttles into "show server ↵Justin Clark-Casey (justincc)1-0/+57
throttles" command rather than "show throttles" THis allows us to see the rates when no client is connected to the region.
2014-11-25Add "show server throttles" command for showing server specific information ↵Justin Clark-Casey (justincc)2-0/+26
about throttles This is separate from the user-oriented "show throttles" command since one will often only want to know about varying client throttle settings. Currently displays max scene throttle and adaptive throttles config if set.
2014-11-25Add OutgoingPacketsQueuedCount clientstack stat.Justin Clark-Casey (justincc)2-0/+53
This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command. Gives some early indication of whether the simulator can't send all outgoing packets fast enough. Though then one would want to check that this isn't due to a few bad client connections.
2014-11-25minor: Remove compiler warnings from unused fields in TokenBucketJustin Clark-Casey (justincc)1-3/+0
2014-11-25refactor: Move LLUDPServer console commands into their own class.Justin Clark-Casey (justincc)3-480/+539
2014-11-25refactor: rename "debug lludp throttle status" to "debug lludp throttle get" ↵Justin Clark-Casey (justincc)1-6/+6
to match set command
2014-11-25Add "debug lludp throttle set" command to allow setting of parameters at runtimeJustin Clark-Casey (justincc)2-3/+52
Can currently only set adaptive true|false, where adaptive = false
2014-11-25Make outboudn and packet inbox handling threads highest priority.Justin Clark-Casey (justincc)2-0/+6
Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied. For assessment purposes.
2014-11-22Small improvements to SimulatorFeaturesModule: (1) don't overwrite extras if ↵Diva Canto1-1/+21
the grid response is invalid; (2) make the name of the config variable for destination guide consistent with the grid-wide name in LoginService; (3) account for the existence of a [USERID] in the destination guide URL
2014-11-12Update libOMV and fix XBakes dependencies.Melanie Thielker1-2/+2
2014-11-11Remove the Invisible stuff and add more baked caching. Refactor selection of ↵Melanie Thielker1-4/+1
textures to save to Bakes module.
2014-11-10Second part of invisible base avatar optionMelanie Thielker1-1/+6
2014-11-10Remove JustinCCs UDP patch - it is harmful to Avination's grid managementMelanie Thielker1-2/+4
2014-11-06Added grid information to SimFeatures response, so that the viewer can show it.Diva Canto1-1/+13
2014-11-06 scale ChildAgentThrottles with distance (internal to child server and notUbitUmarov2-8/+19
root as was done before )
2014-11-06 allow drawdistance to change between 32 and MaxDrawDistance, configurableUbitUmarov1-2/+2
value default to 256, so should have no effect. Next steps needed: reduce client udp Throttles with distance, update childreen connections with significat movement and view range changes, Make disconnect be delayed in time, make disconnects be receiving region action not sender on region changes. Allow distance less than 256 to only connect to visible regions, even none. Make this be relative to camera and not agent position or region centers as it is now.
2014-11-01 don't send updates for deleted agentsUbitUmarov1-3/+4
2014-10-31sadly revert to resend terseUpdates enqueuing them back into entityupdatesUbitUmarov2-4/+47
queue. Viewers fail to handle correctly out of order updates with ugly visible effects. Make sure these packets don't include acks so they aren't lost.
2014-10-30 set udp SocketOptionName.ReuseAddress to false, to not allow two regionsUbitUmarov1-0/+2
to bind to same port, as seems to be possible at least with mono 3.2.8, same as patch just pushed to core by justin. This is not necessary on windows, possible a bug on some mono versions.
2014-10-24 try to make SOG crossings full async. Simplify some borders checking....UbitUmarov1-1/+1
2014-10-13Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2-18/+1
This reverts commit 8c41271b3312f2a02608ffc41b220f7fb018d6ad. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
2014-10-13 revert to async send, since past experience showed sync didn't work whenUbitUmarov1-2/+2
on mono
2014-10-13*TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2-2/+19
Testing this may require several people.
2014-10-12 move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov1-5/+7
2014-10-11add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov1-1/+4
2014-10-11changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2-26/+26
later this parsing needs to validate the model cost also.
2014-10-11 dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov1-1/+3
viewers
2014-10-11 bug fixUbitUmarov1-2/+3
2014-10-11 check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2-11/+101
let a model have more than one mesh with skeleton, for testing create a mesh inventory item, for this meshs. Add also option to read a avatar collider replacement. This information still needs to be saved somewhere so it can be checked on attachment, etc, without parsing the mesh asset again.
2014-10-02minor: Comment out received seed caps request logging for nowJustin Clark-Casey (justincc)1-2/+2
2014-10-02Add "debug lludp throttle status" command to return status information about ↵Justin Clark-Casey (justincc)1-0/+36
a client's throttle (currently just whether adaptive is enabled).
2014-10-02Add "debug lludp throttle log <level> <avatar-first-name> ↵Justin Clark-Casey (justincc)3-18/+111
<avatar-last-name>" to control extra throttle related debug logging.
2014-09-30do global position X and Y with double precision in autopilot, soUbitUmarov1-4/+7
corrected viewers do work
2014-09-26change it again...UbitUmarov1-1/+1
2014-09-26 remove unnecessary argument refUbitUmarov1-1/+1
2014-09-26make c# more happyUbitUmarov1-4/+1
2014-09-26 use central animationset permitions defineUbitUmarov1-2/+2
2014-09-25Extend upload verification to all upload pathsMelanie Thielker1-0/+8
2014-09-25 fix animation asset name to "animatn", use "animset" for the newUbitUmarov1-8/+10
animationSet
2014-09-25 add also the name animset until its clear the name liru will useUbitUmarov1-0/+7
2014-09-25 add animationset to upload assets, for now no costUbitUmarov1-0/+6
2014-09-24Add "debug lludp data out" console command for logging outgoing data just ↵Justin Clark-Casey (justincc)2-1/+52
before it's put on the wire. Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send. For low-level debugging purposes.
2014-09-15Fix a nullref in a debug message. If we have no SceneAgent, we can't output ↵Melanie Thielker1-5/+8
data from it.
2014-09-14Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker1-1/+2
of the last Ubit patch.
2014-09-14revert changes to m_pendingCache and remove client close if there is noUbitUmarov1-21/+14
SP, as requested
2014-09-13 do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov1-15/+23
respective HandleUseCircuitCode, no matter how long it takes, so a viewer retry doesnt start a overlapping one. It HandleUseCircuitCode responsability to always remove entries, even on fails. Remove a client even if m_scene.CloseAgent fails.
2014-09-13If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker1-0/+14
crashed while logging out. Don't reuse it, create a new one.