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* fix animation asset name to "animatn", use "animset" for the newUbitUmarov2014-09-251-8/+10
* add also the name animset until its clear the name liru will useUbitUmarov2014-09-251-0/+7
* add animationset to upload assets, for now no costUbitUmarov2014-09-251-0/+6
* Fix a nullref in a debug message. If we have no SceneAgent, we can't output d...Melanie Thielker2014-09-151-5/+8
* Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker2014-09-141-1/+2
* revert changes to m_pendingCache and remove client close if there is noUbitUmarov2014-09-141-21/+14
* do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov2014-09-131-15/+23
* If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker2014-09-131-0/+14
* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
* add method to get a category throttle rateUbitUmarov2014-08-292-38/+37
* reduce burstUbitUmarov2014-08-291-1/+1
* replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
* disable first dripUbitUmarov2014-08-291-1/+1
* try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
* remove misplaced commentUbitUmarov2014-08-281-1/+0
* try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
* add some functions for estimation of number of bytes that can be send in a c...UbitUmarov2014-08-282-0/+13
* send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
* if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18
* enqueue also if m_nextPackets[category] is not null. This is really theUbitUmarov2014-08-271-4/+8
* dont append acks to a resend packetUbitUmarov2014-08-261-1/+1
* *test* back to no sog kills, little retouch on attachment updates,UbitUmarov2014-08-251-1/+1
* *test* cleanup the bugs nestUbitUmarov2014-08-251-6/+8
* change enconding of attachment updates NameValue and State fieldsUbitUmarov2014-08-251-0/+19
* clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-22/+2
* on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov2014-08-231-4/+2
* Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov2014-08-231-0/+6
* add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+26
* revert droping udp packet resends after 6 retries, keep resending.UbitUmarov2014-08-211-10/+0
* remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2014-08-202-36/+54
* send zero velocity again on avatar full update or its uglyUbitUmarov2014-08-191-1/+1
* fix the encoding of rotation in updates, not just using the next field toUbitUmarov2014-08-191-15/+12
* still another ...UbitUmarov2014-08-191-2/+1
* fix a missed blocking of sending updates the the new attach points aboveUbitUmarov2014-08-191-2/+1
* NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2014-08-162-2/+22
* reduce ping cliping lower limitUbitUmarov2014-08-141-2/+2
* reduce ping filter time constantUbitUmarov2014-08-141-1/+1
* add a estimator of client ping time, and painfully make it visible in showUbitUmarov2014-08-143-5/+41
* Merge branch 'ubitworkmaster'Melanie Thielker2014-08-132-63/+68
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| * remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2014-08-132-11/+17
| * process AgentUpdates in order with rest of packets. Only give higher priority...UbitUmarov2014-08-131-2/+4
| * take agentUpdate checks out of llUDPserver (disabling useless debug) andUbitUmarov2014-08-122-43/+35
| * do the significance test invalidation at MoveAgentToRegionUbitUmarov2014-08-121-4/+3
| * no need to go from cos into squared sin when just abs of cos is as goodUbitUmarov2014-08-121-5/+7
| * force AgentUpdate after CompleteAgentMovement to pass by significance testUbitUmarov2014-08-121-5/+9
* | Revert "make HandlerRegionHandshakeReply processing async and delay it a bit....Melanie Thielker2014-08-131-6/+2
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* actually let delay match throttles as original designUbitUmarov2014-08-101-11/+9