| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
reduce log verbiage. Please revert if still required.
|
| |
|
|
|
|
|
|
| |
would fail with a casting exception for scenes with NPCs
Present since 51eb8fa (Oct 2 2014)
|
|
|
|
| |
conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
|
|
|
|
| |
that (plus GridURL, in case viewers want to use it too) to the GridService that gives out that info to simulators.
|
|
|
|
| |
names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
|
|\
| |
| |
| | |
Merge in the new throttle code.
|
| |
| |
| |
| |
| |
| |
| | |
them in the code for later use rather than just reverting them.
Fixed the throttle tests for the new algorithm used when packets
are marked as expired.
|
| |
| |
| |
| | |
coming later
|
| |
| |
| |
| |
| |
| |
| |
| | |
rather
than drop exponentially to 0 (and then adjust up for the minimum flow), drop on
the delta between current rate and the minimum rate. This should smooth the fallback
to minimum.
|
| |
| |
| |
| | |
compute the expected values without depending on the token bucket code.
|
| |
| |
| |
| |
| |
| |
| | |
adaptive throttle by a full MTU. This is consistent with some implementations
of congestion control algorithms and certainly has the effect of opening
the throttle window more quickly after errors. This is especially important
after initial scene load when the number and size of packets is small.
|
| |
| |
| |
| |
| |
| |
| |
| | |
throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
|
| |
| |
| |
| |
| |
| |
| | |
algorithm for dropping packets is a modified two state algorithm for creating
bursts of dropped packets. As configured there is about a 1.5% drop rate.
Invocation of the packet loss code is commented out by default.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
|
|\ \ |
|
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
|
|/
|
|
| |
doesn't need to match the release version number, but I think it's a very good idea that they do.
|
|
|
|
|
|
|
|
|
| |
when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
|
|
|
|
|
|
|
|
| |
thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
|
| |
|
|
|
|
|
|
|
| |
requests.
This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations.
Currently only applied to AvatarProperties and GenericMessage requests.
|
|
|
|
|
|
| |
problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
|
|
|
|
|
|
| |
At least on Mono 3.2.8 (but not under Windows), one can bind multiple UDP sockets to the same port by default.
Different simulators cannot demultiplex each other's messages, so a set of confusing non-obvious errors arise if this occurs.
This change prevents such multiple binding.
|
|
|
|
| |
Extends regression tests to test response of adaptive throttles to ack'ed and expired packets.
|
|
|
|
|
|
|
| |
client throttles properly.
In "show throttles", also renames 'total' column to 'actual' to reflect that it is not necessarily the throttles requested for/by the client.
Also fills out 'target' in non-adapative mode to the actual throttle requested for/by the client.
|
| |
|
| |
|
|
|
|
|
|
| |
settings.
As part of this also refactors code to put all throttle asserts in a single regression test method
|
|
|
|
|
|
|
|
|
| |
LLUDP client stack rather than queueing internally within LLClientView.
When an HG avatar enters a scene, it delays processing of entity updates. Could be crowding out by other updates or something else.
This delay in ones own av mvmt updates results in mvmt lag experienced on the client. Avoiding the internal LLClientView for these packets appears to resolve this issue.
Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes. Hasn't been observed for non-HG avatars in general.
Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
|
|
|
|
| |
This allows one to set the requested throttle (which normally comes from the client) as opposed to the max.
|
|
|
|
|
| |
On server, scene-throttle-max becomes max-scene-throttle and likewise max-new-client-throttle
On clients, throttle-max becomes max
|
|
|
|
|
|
| |
client throttle to be set separately from existing clients.
"debug lludp throttles get/set throttle-max" now only gets and sets current max client throttles
|
|
|
|
|
|
| |
to mirror "debug lludp set"
Information is also available in "show server throttles" but that's more for non-debug info rather than attempting to get and set parameters on the fly for debug purposes.
|
|
|
|
|
| |
To do this required GetMesh to be converted to a BaseStreamHandler
Unlike GetTexture connector, no redirect URL functionality yet (this wasn't present in the first place).
|
|
|
|
|
|
|
|
|
|
| |
throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
|
|
|
|
| |
make code analysis easier. No functional change.
|
|
|
|
|
| |
This only had one child, which is the 'adaptive' token bucket.
So from testing and currently analysis, we can use that bucket directly which simplifies the code.
|
| |
|
|
|
|
| |
Renames to TestSingleClientThrottleRegionLimited()
|
|
|
|
| |
behaviour of throttles where a region-wide total outbound limit is in place.
|
| |
|
|
|
|
| |
a max client total limit is enforced server-side
|
|
|
|
|
|
| |
package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
|
| |
|
| |
|
| |
|
|
|
|
| |
OpenSim.Tests.Common.ClientStackHelpers
|