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* minor: Use && instead of & when deciding whether to print ↵Justin Clark-Casey (justincc)2012-10-121-1/+1
| | | | | | Improve/ObjectUpdate packet out messages when debug is turned on. Practical effect is probably none.
* minor: Fix bug in categorization of blocks reused stat from packetpoolJustin Clark-Casey (justincc)2012-10-121-1/+1
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* Add AgentUpdate to PacketPool. This is the most common inbound packet from ↵Justin Clark-Casey (justincc)2012-10-123-5/+28
| | | | viewers.
* Fix percentage stats to multiply by 100. Adjust container name for ↵Justin Clark-Casey (justincc)2012-10-121-2/+2
| | | | packetpool stats.
* Enable reuse of data blocks for ImprovedTerseObjectUpdate using existing ↵Justin Clark-Casey (justincc)2012-10-121-1/+3
| | | | Packetpool code.
* Fix packetpool for ImprovedTerseObjectUpdate packets.Justin Clark-Casey (justincc)2012-10-113-5/+15
| | | | | These were neither being returned or in many places reused. Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
* Extend "show stats" command to "show stats [list|all|<category name>]"Justin Clark-Casey (justincc)2012-10-111-8/+35
| | | | | | This allows different categories of stats to be shown, with options to list categories or show all stats. Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism. This commit also adds percentage stats for packets and blocks reused from the packet pool.
* Lock on AgentCircuitData during Scene.AddClient() and RemoveClient() to ↵Justin Clark-Casey (justincc)2012-10-102-18/+9
| | | | | | prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established. This should remove the need to run the console command "kick user --force" when these connections are left around.
* Move OpenSim.Data.RegionFlags -> OpenSim.Framework.RegionFlags to make it ↵Justin Clark-Casey (justincc)2012-10-091-0/+1
| | | | easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
* On receiving TaskInventoryAccepted with a destination folder in the binary ↵Justin Clark-Casey (justincc)2012-10-061-1/+2
| | | | | | | | | | | bucket slot for RLV, notify the viewer about inventory folder updates. The viewer would not see the folder move without this, either on accept or decline. This commit also updates the TaskInventoryOffered message to better conform with the data LL uses Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail, message is just folder name in single quotes, message is not timestamped. However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side. Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
* Read PacketPool config in LLUDPServer with other config params rather than ↵Justin Clark-Casey (justincc)2012-10-051-0/+9
| | | | | | | in Scene. This is to resolve previous build break. This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
* refactor: Move OpenSim.Framework.PacketPool to ↵Justin Clark-Casey (justincc)2012-10-051-0/+249
| | | | | | | OpenSim.Region.Clientstack.Linden.UDP This is to allow it to use OpenSim.Framework.Monitoring in the future. This is also a better location since the packet pool is linden udp specific
* Added unit tests for multi-region OARsOren Hurvitz2012-09-141-1/+1
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* Replace SendBannedUserList with Avination's version. Untested in core. Not ↵Melanie2012-08-311-25/+32
| | | | even test compiled.
* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-202-6/+10
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* Fix llDialog responses so that they can be heard throughout the region. This ↵Melanie2012-08-191-1/+1
| | | | now conforms to the behaviour in SL.
* Actually add the moduleMelanie2012-08-141-0/+234
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* Consolidate PersistBakedTextures, DelayBeforeAppearanceSend and ↵Justin Clark-Casey (justincc)2012-08-032-4/+9
| | | | | | DelayBeforeAppearanceSave into [Appearance] section from [Startup] config section so that all appearance settings are in the same place and not in the startup bucket. All these settings are in OpenSimDefaults.ini only. If you are using them then please adjust your OpenSim.ini
* Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.Justin Clark-Casey (justincc)2012-07-252-2/+2
| | | | This better reflects the long-term purpose of that project and matches Monitoring modules.
* Add experimental "OpenSim object memory churn" statistics to output of ↵Justin Clark-Casey (justincc)2012-07-251-2/+2
| | | | | | | | region console "show stats" command This aims to capture the amount of memory that OpenSim turns over whilst operating a region. This memory is not lost - apart from leaks it is reclaimed by the garbage collector. However, the more memory that gets turned over the more work the GC has to do to reclaim it.
* Extend region console "show queues" command to show already collected time ↵Justin Clark-Casey (justincc)2012-07-241-1/+2
| | | | since last packeted received by the simulator from a viewer.
* Make LLClientView instant message handling asynchronous rather than ↵Justin Clark-Casey (justincc)2012-07-191-1/+1
| | | | | | | | | synchronous to prevent long operations from holding up all inbound packet processing. Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service. Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid. I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages. Thanks to Nebadon for testing this change out.
* Prevent race conditions between two threads that call LLClientView.Close() ↵Justin Clark-Casey (justincc)2012-07-192-30/+57
| | | | simultaneously (e.g. ack timeout and an attempt to reconnect)
* Stop redundantly passing in the endpoint to the LLClientView constructor.Justin Clark-Casey (justincc)2012-07-122-5/+2
| | | | This can always be retrieved via the LLUDPClient and is so done in various places already.
* Remove IClientIPEndpoint client interface for now.Justin Clark-Casey (justincc)2012-07-121-20/+1
| | | | | This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor. Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
* Remove IClientAPI.GetClientEP() in favour of existing identical ↵Justin Clark-Casey (justincc)2012-07-121-5/+0
| | | | IClientAPI.RemoteEndpoint.
* refactor: rename Watchdog.WATCHDOG_TIMEOUT_MS to DEFAULT_WATCHDOG_TIMEOUT_MS ↵Justin Clark-Casey (justincc)2012-07-041-2/+2
| | | | to reflect what it actually is
* Add IScene.Name for code clarity to replace the RegionInfo.RegionName used ↵Justin Clark-Casey (justincc)2012-06-291-2/+1
| | | | in many, many log messages.
* In AttachmentsModule.DetachSingleAttachmentToInvInternal(), remove ↵Justin Clark-Casey (justincc)2012-06-251-1/+32
| | | | | | | | | attachment before changing properties for correct inventory serialization. Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position. However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers. This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property). LLClientView then screens out any deleted SOGs before sending updates to viewers.
* Add region name to UseCircuitCode log messagesJustin Clark-Casey (justincc)2012-06-151-4/+4
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* Put all debug console commands into a single Debug section rather than ↵Justin Clark-Casey (justincc)2012-06-151-1/+1
| | | | scattering them over other categories
* Add main instance to internal MainServer.m_Servers list to simplify internal ↵Justin Clark-Casey (justincc)2012-06-152-1/+11
| | | | | | logic. This does require the server to be added before it is set as the main Instance
* Get rid of some unnecessary null checks in ↵Justin Clark-Casey (justincc)2012-06-151-9/+5
| | | | | | RegionApplicationBase.StartupSpecific() - a constructor can never return null. Also adds some method doc to MainServer
* Fix very recent regression in 917d753 where I put the ++updatesThisCall ↵Justin Clark-Casey (justincc)2012-06-141-2/+2
| | | | | | outside the batching part of ProcessEntityUpdates() This stopped any batching happening and since this method is called periodically updates were sent very slowly
* If we're going to discard a terse update block because it's now someone ↵Justin Clark-Casey (justincc)2012-06-141-2/+4
| | | | else's hud, then don't still add it to the list of blocks for the update message.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-06-141-4/+29
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| * Fix not sending TransferInfo when an asset is not found. This clogsMelanie2012-06-141-4/+29
| | | | | | | | up the sound pipeline in the viewer.
* | Fix a race condition where an object update for a hud could be sent to ↵Justin Clark-Casey (justincc)2012-06-141-3/+24
|/ | | | | | | non-owner avatars if the hud was attached directly from within the region. If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that. This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
* minor: remove unnecessary IsAttachment = false setting for new object in ↵Justin Clark-Casey (justincc)2012-06-141-1/+0
| | | | UploadObjectAssetModule, property always starts as false
* minor: refactor part of LLClientView.ProcessEntityUpdates() to remove ↵Justin Clark-Casey (justincc)2012-06-131-5/+7
| | | | duplicate code
* Remove long obsolete and unused IClientAPI.KillEndDone()Justin Clark-Casey (justincc)2012-06-131-4/+0
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* Add ObjectUpdate as one of the packets that can be screened out when setting ↵Justin Clark-Casey (justincc)2012-06-131-1/+2
| | | | debug packet level
* Remove accidental timeout left in during earlier debugging. Has been in ↵Justin Clark-Casey (justincc)2012-06-121-1/+1
| | | | since two commits ago (b099f26)
* Set IClientAPI.IsActive = false early on client removal due to ack timeout ↵Justin Clark-Casey (justincc)2012-06-121-29/+35
| | | | | | | | rather than using IsLoggingOut flag. IsActive is more appropriate since unack timeout is not due to voluntary logout. This is in line with operations such as manual kick that do not set the IsLoggingOut flag. It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
* If the simulator closes a root agent due to ack timeout, then send the ↵Justin Clark-Casey (justincc)2012-06-121-2/+20
| | | | client a kick message with that reason, in case it is somehow still listening.
* In PresenceDetector.OnConnectionClose(), use the IsChildAgent check already ↵Justin Clark-Casey (justincc)2012-06-121-2/+2
| | | | available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
* Stop sending a DisableSimulator packet in LLClientView.Close(), which is a ↵Justin Clark-Casey (justincc)2012-06-081-4/+0
| | | | | | duplicate for child agents and unnecessary for root agents. Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
* Instead of retrieving the known client again in LLUDPServer.RemoveClient(), ↵Justin Clark-Casey (justincc)2012-06-081-21/+10
| | | | | | check the IsLoggingOut flag instead. This is slightly better thread-race wise
* If logging a client out due to ack timeout, do this asynchronously rather ↵Justin Clark-Casey (justincc)2012-06-082-10/+20
| | | | | | | than synchronously on the outgoing packet loop. This is the same async behaviour as normal logouts. This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
* Add regression test for client logout due to ack timeout.Justin Clark-Casey (justincc)2012-06-083-91/+103
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