| Commit message (Collapse) | Author | Age | Files | Lines |
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to the module
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which now lives entirely in LindenUDP space.
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* Added Calculating Time Dilation in the OdePlubin
* When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise.
* Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
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* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
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ImprovedTerseObjectUpdate messages
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m_entityUpdates.SyncRoot
These locks are necessary to avoid a delete/update race condition for scene objects.
However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritization
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updates for self movement as absolute top priority, going in to the unthrottled category. Self only, not other avies.
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reprioritizations from actually happening. #LoginLag
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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feature of the client. The client sets the throttles in such a way that makes the server behave like that. The same happens in the Linden Grid.
Revert "This may have been the biggest, baddest bug in OpenSim ever... confusion between bytes per second and bytes per millisecond."
This reverts commit 870bbcfc6c264c515ac660837d16ccad4e59ac64.
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between bytes per second and bytes per millisecond.
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This reverts commit ccb4f958c0dbb2daad4249a6b97d1c0b008b6a47.
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SceneObject updates, and place them in different queues."
This reverts commit f84905e2949d61239c8bff815f8061a9435c124c.
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updates, and place them in different queues.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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is not actually attached to any avatar. Another stab ad fixing "HUD hair"
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Removed some unneccessarily wordy core comments
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Also prevent god takes from ending up in Lost and Found
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If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog
This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately.
Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates.
In tests, this doesn't appear to affect performance.
There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
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prevent overflow
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This should show the number of bytes sent to the client that it has not yet acknowledged.
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For each agent, this command shows how many packets have been sent/received and how many bytes remain in each of the send queues (resend, land, texture, etc.)
Sometimes useful for diagnostics
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packet processing stack
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