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2014-09-04Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2-1/+3
have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
2014-09-02 reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov1-1/+1
throttle and makes more packets to be sent in bursts and not in steady state flow.
2014-09-02void time change between gettime callsUbitUmarov1-4/+3
2014-09-02*needs testing, not that good* change throttles math using floats and notUbitUmarov4-125/+112
int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
2014-08-29make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov1-43/+4
reduce MeshModule impact on udp rate
2014-08-29 add method to get a category throttle rateUbitUmarov2-38/+37
2014-08-29 reduce burstUbitUmarov1-1/+1
2014-08-29 replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2-15/+39
acumulated ( variable named BurtRate, not exactly a rate...)
2014-08-29 disable first dripUbitUmarov1-1/+1
2014-08-28try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2-1/+11
region with a lot of contents. Should not affect much average rates.
2014-08-28remove misplaced commentUbitUmarov1-1/+0
2014-08-28try to make sense of throttle rate limitsUbitUmarov2-4/+15
2014-08-28 add some functions for estimation of number of bytes that can be send in a ↵UbitUmarov2-0/+13
category in specified time
2014-08-28 send all presences terseupdates in same batchUbitUmarov1-3/+3
2014-08-28 if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2-125/+18
should send other avatarinformation with same priority on same Task category ( plus cleanup )
2014-08-27 enqueue also if m_nextPackets[category] is not null. This is really theUbitUmarov1-4/+8
top element of a category queue, equivalente to using a queue.peek() if avaiable
2014-08-26Implement experimental non-default mechanism to update scene via a timer ↵Justin Clark-Casey (justincc)1-1/+1
rather than a persistent thread with sleep. This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
2014-08-26 dont append acks to a resend packetUbitUmarov1-1/+1
2014-08-25*test* back to no sog kills, little retouch on attachment updates,UbitUmarov1-1/+1
NameValue AttachItemID is a root part thing only
2014-08-25*test* cleanup the bugs nestUbitUmarov1-6/+8
2014-08-25change enconding of attachment updates NameValue and State fieldsUbitUmarov1-0/+19
2014-08-24clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov1-22/+2
path
2014-08-23 on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov1-4/+2
2014-08-23Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov1-0/+6
the kill work
2014-08-21add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov1-0/+26
optionally overriding its parentID. check what it does to attachments
2014-08-21 revert droping udp packet resends after 6 retries, keep resending.UbitUmarov1-10/+0
2014-08-20remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2-36/+54
the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.
2014-08-19Extend drop command to "debug lludp drop <in|out>..." to allow drop of ↵Justin Clark-Casey (justincc)2-8/+44
inbound packets. For test/debug purposes.
2014-08-19Add "debug lludp drop out <add|remove> <packet-name>" console command for ↵Justin Clark-Casey (justincc)2-0/+76
debug/test purposes. This drops all outbound packets that match a given packet name. Can currently only be applied to all connections in a scene.
2014-08-19send zero velocity again on avatar full update or its uglyUbitUmarov1-1/+1
2014-08-19fix the encoding of rotation in updates, not just using the next field toUbitUmarov1-15/+12
override w bytes. ( specially having it commented )
2014-08-19still another ...UbitUmarov1-2/+1
2014-08-19 fix a missed blocking of sending updates the the new attach points aboveUbitUmarov1-2/+1
hud indexes
2014-08-19Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)1-0/+19
Only present if OQRE is enabled
2014-08-19Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)3-5/+288
on a controlled number of threads rather than the threadpool. Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
2014-08-19Make LLUDPServer.Scene publicly gettable/privately settable instead of ↵Justin Clark-Casey (justincc)3-49/+55
protected so that other logging code in the clientstack can record more useful information Adds some commented out logging for use again in the future. No functional change.
2014-08-16NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2-2/+22
2014-08-15If a user moves back in sight of a child region before the agent has been ↵Justin Clark-Casey (justincc)1-1/+1
closed on teleport, don't unnecessarily resend all avatar and object data about that region.
2014-08-15On teleport to a region that already has a child agent established (e.g. a ↵Justin Clark-Casey (justincc)1-1/+1
neighbour) don't resend all the initial avatar and object data again. This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
2014-08-14 reduce ping cliping lower limitUbitUmarov1-2/+2
2014-08-14reduce ping filter time constantUbitUmarov1-1/+1
2014-08-14add a estimator of client ping time, and painfully make it visible in showUbitUmarov3-5/+41
connections console command
2014-08-13Only set up the UnackedMethod for an outgoing message if that message is ↵Justin Clark-Casey (justincc)1-1/+3
actually meant to get an ack (because it's reliable).
2014-08-13Revert "make HandlerRegionHandshakeReply processing async and delay it a ↵Melanie Thielker1-6/+2
bit. This" This reverts commit 30f00bfb14cce582382bd37b1e22062af664ec64. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
2014-08-13remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2-11/+17
need a delay, we need to do it at end of HandleUseCircuitCode before feeding pending packets (including that one) into processing queue.
2014-08-13process AgentUpdates in order with rest of packets. Only give higher ↵UbitUmarov1-2/+4
priority to chat
2014-08-12take agentUpdate checks out of llUDPserver (disabling useless debug) andUbitUmarov2-43/+35
do it only where its supposed to be done..
2014-08-12do the significance test invalidation at MoveAgentToRegionUbitUmarov1-4/+3
2014-08-12no need to go from cos into squared sin when just abs of cos is as goodUbitUmarov1-5/+7
2014-08-12force AgentUpdate after CompleteAgentMovement to pass by significance testUbitUmarov1-5/+9