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| * set udp SocketOptionName.ReuseAddress to false, to not allow two regionsUbitUmarov2014-10-301-0/+2
| | | | | | | | | | | | to bind to same port, as seems to be possible at least with mono 3.2.8, same as patch just pushed to core by justin. This is not necessary on windows, possible a bug on some mono versions.
| * try to make SOG crossings full async. Simplify some borders checking....UbitUmarov2014-10-241-1/+1
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| * Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2014-10-132-18/+1
| | | | | | | | | | | | | | | | This reverts commit 8c41271b3312f2a02608ffc41b220f7fb018d6ad. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
| * revert to async send, since past experience showed sync didn't work whenUbitUmarov2014-10-131-2/+2
| | | | | | | | on mono
| * *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-132-2/+19
| | | | | | | | Testing this may require several people.
| * move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov2014-10-121-5/+7
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| * add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov2014-10-111-1/+4
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| * changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2014-10-112-26/+26
| | | | | | | | later this parsing needs to validate the model cost also.
| * dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov2014-10-111-1/+3
| | | | | | | | viewers
| * bug fixUbitUmarov2014-10-111-2/+3
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| * check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2014-10-112-11/+101
| | | | | | | | | | | | | | let a model have more than one mesh with skeleton, for testing create a mesh inventory item, for this meshs. Add also option to read a avatar collider replacement. This information still needs to be saved somewhere so it can be checked on attachment, etc, without parsing the mesh asset again.
| * do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
| | | | | | | | corrected viewers do work
| * change it again...UbitUmarov2014-09-261-1/+1
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| * remove unnecessary argument refUbitUmarov2014-09-261-1/+1
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| * make c# more happyUbitUmarov2014-09-261-4/+1
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| * use central animationset permitions defineUbitUmarov2014-09-261-2/+2
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| * Extend upload verification to all upload pathsMelanie Thielker2014-09-251-0/+8
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| * fix animation asset name to "animatn", use "animset" for the newUbitUmarov2014-09-251-8/+10
| | | | | | | | animationSet
| * add also the name animset until its clear the name liru will useUbitUmarov2014-09-251-0/+7
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| * add animationset to upload assets, for now no costUbitUmarov2014-09-251-0/+6
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| * Fix a nullref in a debug message. If we have no SceneAgent, we can't output ↵Melanie Thielker2014-09-151-5/+8
| | | | | | | | data from it.
| * Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker2014-09-141-1/+2
| | | | | | | | of the last Ubit patch.
| * revert changes to m_pendingCache and remove client close if there is noUbitUmarov2014-09-141-21/+14
| | | | | | | | SP, as requested
| * do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov2014-09-131-15/+23
| | | | | | | | | | | | | | respective HandleUseCircuitCode, no matter how long it takes, so a viewer retry doesnt start a overlapping one. It HandleUseCircuitCode responsability to always remove entries, even on fails. Remove a client even if m_scene.CloseAgent fails.
| * If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker2014-09-131-0/+14
| | | | | | | | crashed while logging out. Don't reuse it, create a new one.
| * reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
| | | | | | | | | | throttle and makes more packets to be sent in bursts and not in steady state flow.
| * void time change between gettime callsUbitUmarov2014-09-021-4/+3
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| * *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
| | | | | | | | | | int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
| * make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
| | | | | | | | reduce MeshModule impact on udp rate
| * add method to get a category throttle rateUbitUmarov2014-08-292-38/+37
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| * reduce burstUbitUmarov2014-08-291-1/+1
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| * replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
| | | | | | | | acumulated ( variable named BurtRate, not exactly a rate...)
| * disable first dripUbitUmarov2014-08-291-1/+1
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| * try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
| | | | | | | | region with a lot of contents. Should not affect much average rates.
| * remove misplaced commentUbitUmarov2014-08-281-1/+0
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| * try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
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| * add some functions for estimation of number of bytes that can be send in a ↵UbitUmarov2014-08-282-0/+13
| | | | | | | | category in specified time
| * send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
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| * if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18
| | | | | | | | should send other avatarinformation with same priority on same Task category ( plus cleanup )
| * enqueue also if m_nextPackets[category] is not null. This is really theUbitUmarov2014-08-271-4/+8
| | | | | | | | | | top element of a category queue, equivalente to using a queue.peek() if avaiable
| * dont append acks to a resend packetUbitUmarov2014-08-261-1/+1
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| * *test* back to no sog kills, little retouch on attachment updates,UbitUmarov2014-08-251-1/+1
| | | | | | | | NameValue AttachItemID is a root part thing only
| * *test* cleanup the bugs nestUbitUmarov2014-08-251-6/+8
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| * change enconding of attachment updates NameValue and State fieldsUbitUmarov2014-08-251-0/+19
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| * clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-22/+2
| | | | | | | | path
| * on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov2014-08-231-4/+2
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| * Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov2014-08-231-0/+6
| | | | | | | | the kill work
| * add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+26
| | | | | | | | optionally overriding its parentID. check what it does to attachments
| * revert droping udp packet resends after 6 retries, keep resending.UbitUmarov2014-08-211-10/+0
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| * remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2014-08-202-36/+54
| | | | | | | | | | the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.