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* * refactor: Split BeginRecieve() into BeginReceive() and BeginRobustReceive()Justin Clarke Casey2008-11-062-11/+19
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* * Stop passing along epSender explicitly where we are really using the ↵Justin Clarke Casey2008-11-061-5/+5
| | | | constantly reused ep sender field
* * test: Add assert checking that the circuit which trigger the socket ↵Justin Clarke Casey2008-11-062-1/+4
| | | | exception has been closed
* * Test to ensure that the udp server stays active after receiving a ↵Justin Clarke Casey2008-11-063-16/+50
| | | | SocketException on BeginReceive
* * refactor: factor out test packet send method in client stack unit testsJustin Clarke Casey2008-11-062-10/+66
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* * Fix capitalization typoes in packet throttle that happened to be the name ↵Justin Clarke Casey2008-11-051-2/+2
| | | | | | | | | of existing fields * This should (hopefully) allow TestClient and stuff built on top of it to work again * Will probably come back later and change variable names to stop this happening again
* * Properly use the default value if the LindenUDP.ClientStack section exists ↵Justin Clarke Casey2008-11-052-6/+5
| | | | | | | | | by the client throttle setting does not * Old behaviour was to throw an exception on startup * Print out client stack setting temporarly for debug purposes
* * Set default client throttle multiplier to 2 (old value was effectively 8). ↵Justin Clarke Casey2008-11-053-6/+8
| | | | | | | | | | | See OpenSim.ini.example for details as to what this means * Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality * This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change * Value may be further tuned * Removed temporary decals since the multipler setting will stick around now
* Moved a couple of more configuration fields to ConfigSettingsMW2008-11-051-5/+3
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* * Expose a client_throttle_multiplier setting in OpenSim.ini. This ↵Justin Clarke Casey2008-11-034-20/+36
| | | | | | | | | | | | multiplier is applied to all the client throttle settings received by the client * This should probably be 1, but currently by default it is 8, to reflect what was being eon3 in OpenSim before this revision. So if the client requested a maximum throttle of 1500 kilobits per second, we would actually send out 1500 kilobytes per second * Adjusting this multiplier down towards 1 may improve your OpenSim experience, though in other situations it may degrade (e.g. if you're using a standalone over high bandwidth links) * This is currently a user setting because adjusting it down may currently reveal other OpenSim bugs.
* * Pull client throttle multipler setting out of config source. Not an ↵Justin Clarke Casey2008-11-032-1/+16
| | | | adjustable setting yet (and then only for debug purposes)
* * minor: don't need to null check config source in clientstack settings ↵Justin Clarke Casey2008-11-031-1/+0
| | | | since this is always non null
* * Use nini to pass config information to the client stack, rather than the ↵Justin Clarke Casey2008-11-037-19/+33
| | | | | | | | ClientStackUserSettings class * This conforms better to other module usage
* * Massive cleanup of LLClientView, removed a few hundred unnecessary value ↵Adam Frisby2008-11-011-2558/+2526
| | | | initialisers, etc.
* Megapatch that fixes/adds: friend offer/deny/accept, friendship termination,Homer Horwitz2008-11-011-1/+22
| | | | | | | | | | | | | | on-/offline updates, calling cards for friends. This adds methods in the DB layer and changes the MessagingServer, so a full update (incl. UGAIM) is necessary to get it working. Older regions shouldn't break, nor should older UGAIM break newer regions, but friends/presence will only work with all concerned parts (UGAIM, source region and destination region) at this revision (or later). I added the DB code for MSSQL, too, but couldn't test that. BEWARE: May contain bugs.
* * Fix http://opensimulator.org/mantis/view.php?id=2517Justin Clarke Casey2008-11-012-12/+7
| | | | | | * Don't save attachments on saving oar, which stops them coming back as ghost prims
* * In the client stack, if the BeginReceive() throws an exception then do ↵Justin Clarke Casey2008-10-311-54/+49
| | | | | | | | | print this out to the log once * This may help us detect if mysterious UDP disconnects are happening because of this. * Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
* test: Extend malformed packet test to actually check that a valid packet can ↵Justin Clarke Casey2008-10-305-15/+136
| | | | get through after the malformed ones have been sent
* * test: Test that the client stack doesn't completely blow up if a client ↵Justin Clarke Casey2008-10-302-10/+43
| | | | passes it malformed data
* * Slightly tweak to teardown test, try a circuit which never existed in the ↵Justin Clarke Casey2008-10-301-3/+3
| | | | first place
* * minor: spacing adjustment before next commitJustin Clarke Casey2008-10-301-2/+1
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* * test: fill out circuit teardown testJustin Clarke Casey2008-10-301-1/+10
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* * test: Refactor test infrastructure for future client teardown testJustin Clarke Casey2008-10-301-9/+69
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* * Check in (disabled) results of not persisting avatar textures but rather ↵Justin Clarke Casey2008-10-291-0/+10
| | | | | | | | | | sending ImageNotFound to clients if avatar textures are missing * Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind * There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but instead I'm going to opt for the easy solution of keeping them in the asset database, for now
* Remove a debug outputMelanie Thielker2008-10-291-1/+0
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* Plumbing along....Melanie Thielker2008-10-291-0/+39
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* * Possibly fix grey avatar appearance problemsJustin Clarke Casey2008-10-281-1/+6
| | | | | | | | | | | | * And hopefully rebaking all the time should no longer be necessary now * It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated). * It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with ImageNotInDatabasePacket * However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store the asset instead. * This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
* * minor: Add documentation to some of the appearance methods, change some ↵Justin Clarke Casey2008-10-281-11/+4
| | | | logging messages
* Update svn properties, minor formatting cleanup.Jeff Ames2008-10-271-12/+12
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* Committing a small fix for EventData along with more plumbing workMelanie Thielker2008-10-261-2/+2
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* A few more bots to yesterday's plumbing: change instant message methodMelanie Thielker2008-10-251-3/+4
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* More plumbing and some wiresMelanie Thielker2008-10-251-0/+52
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* Fix a leak in the plumbingMelanie Thielker2008-10-241-3/+3
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* Plumb some moreMelanie Thielker2008-10-241-22/+148
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* * minor: eliminate some mono compiler warningsJustin Clarke Casey2008-10-242-3/+3
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* * Stop passing in unnecessary pameters to CreateNewCircuitJustin Clarke Casey2008-10-241-12/+9
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* * Stop creating a circuit if the client fails authentication (i.e. the ↵Justin Clarke Casey2008-10-244-69/+109
| | | | | | | | | | region server wasn't told that it was coming) * This moves authentication from the client thread (where failure was difficult to detect) to the particular thread handling that packet * I've kept the authentication outside of the crucial clientCircuits lock (though any delay here is probably swamped by the other delays associated with login) * Also added more to the unit test to ensure this doesn't regress
* * Change AddClient test such that we now successfully authenticateJustin Clarke Casey2008-10-242-5/+18
| | | | | | * The fact that the assert passed even when authentication failed reveals a bug in the code that will be corrected soonish
* * minor: refactor out AddUser test setup to common methodJustin Clarke Casey2008-10-241-4/+8
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* Remove a debug output dumpMelanie Thielker2008-10-241-1/+0
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* Lotsa plumming :)Melanie Thielker2008-10-241-0/+255
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* * minor: Remove unused public PacketServer variable.Justin Clarke Casey2008-10-231-8/+2
| | | | | | * If this was important to you please reinsert and we can put it in a recognized interface.
* * Reenable assert for the add circuit testJustin Clarke Casey2008-10-232-3/+10
| | | | | | | * This checks that a client circuit is established when the udp server is given a use client circuit code packet * And checks that other circuit codes do not exist
* * Revert to executing existing setup if an added circuit did not already existJustin Clarke Casey2008-10-231-3/+3
| | | | | | | * Not sure why things still worked in the presence of this bug - possibly the problem is compensated for later on. If you are having udp session problems this bug fix may help (though no guarantees).
* * Add missing file from last commit. Yay for continuous integration!Justin Clarke Casey2008-10-231-0/+52
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* * Introduce a basic udp circuit test for adding a clientJustin Clarke Casey2008-10-232-8/+91
| | | | | | * Temporarily disabled assert because it just picked up an existing bug. Yay for tests!
* * Refactor LLUDPServer slightly so that unit tests can pass in data ↵Justin Clarke Casey2008-10-233-34/+105
| | | | synchronously. Shouldn't be any functional change
* Pare the groups module down to basics. Adjust dependent files so that aMelanie Thielker2008-10-211-4/+4
| | | | | | real groups module can even be implemented.
* * minor: remove mono warningsJustin Clarke Casey2008-10-191-1/+1
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* * Fixed UDP server (again)Teravus Ovares2008-10-191-3/+14
| | | | | * Guys, there's an endless loop there *ON PURPOSE*. Please don't try to *fix* it. We must continue to process the UDP stream buffer on clients that disconnected nastily until it ends or the UDP server accept thread will die a horrible death.