Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | set udp SocketOptionName.ReuseAddress to false, to not allow two regions | UbitUmarov | 2014-10-30 | 1 | -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.... | UbitUmarov | 2014-10-24 | 1 | -1/+1 | |
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| * | Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads." | Melanie Thielker | 2014-10-13 | 2 | -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 when | UbitUmarov | 2014-10-13 | 1 | -2/+2 | |
| | | | | | | | | on mono | |||||
| * | *TEST* send udp sync. Stop uncontroled and hidden use of IO threads. | UbitUmarov | 2014-10-13 | 2 | -2/+19 | |
| | | | | | | | | Testing this may require several people. | |||||
| * | move AnimationSet and AvatarSkeleton to OpenSimExtras | UbitUmarov | 2014-10-12 | 1 | -5/+7 | |
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| * | add simulator features AvatarSkeleton and AnimationSet report | UbitUmarov | 2014-10-11 | 1 | -1/+4 | |
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| * | changed skeleton, do parse the mesh on upload to check skeleton. Sooner or | UbitUmarov | 2014-10-11 | 2 | -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 by | UbitUmarov | 2014-10-11 | 1 | -1/+3 | |
| | | | | | | | | viewers | |||||
| * | bug fix | UbitUmarov | 2014-10-11 | 1 | -2/+3 | |
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| * | check for avatar skeleton data on meshs headers on cost estimation. Dont | UbitUmarov | 2014-10-11 | 2 | -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, so | UbitUmarov | 2014-09-30 | 1 | -4/+7 | |
| | | | | | | | | corrected viewers do work | |||||
| * | change it again... | UbitUmarov | 2014-09-26 | 1 | -1/+1 | |
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| * | remove unnecessary argument ref | UbitUmarov | 2014-09-26 | 1 | -1/+1 | |
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| * | make c# more happy | UbitUmarov | 2014-09-26 | 1 | -4/+1 | |
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| * | use central animationset permitions define | UbitUmarov | 2014-09-26 | 1 | -2/+2 | |
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| * | Extend upload verification to all upload paths | Melanie Thielker | 2014-09-25 | 1 | -0/+8 | |
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| * | fix animation asset name to "animatn", use "animset" for the new | UbitUmarov | 2014-09-25 | 1 | -8/+10 | |
| | | | | | | | | animationSet | |||||
| * | add also the name animset until its clear the name liru will use | UbitUmarov | 2014-09-25 | 1 | -0/+7 | |
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| * | add animationset to upload assets, for now no cost | UbitUmarov | 2014-09-25 | 1 | -0/+6 | |
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| * | Fix a nullref in a debug message. If we have no SceneAgent, we can't output ↵ | Melanie Thielker | 2014-09-15 | 1 | -5/+8 | |
| | | | | | | | | data from it. | |||||
| * | Reinstate closing the client if CloseAgen returns false. This was part | Melanie Thielker | 2014-09-14 | 1 | -1/+2 | |
| | | | | | | | | of the last Ubit patch. | |||||
| * | revert changes to m_pendingCache and remove client close if there is no | UbitUmarov | 2014-09-14 | 1 | -21/+14 | |
| | | | | | | | | SP, as requested | |||||
| * | do not use a blind expire of m_pendingCache. Entries must be valid while | UbitUmarov | 2014-09-13 | 1 | -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 or | Melanie Thielker | 2014-09-13 | 1 | -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 extra | UbitUmarov | 2014-09-02 | 1 | -1/+1 | |
| | | | | | | | | | | throttle and makes more packets to be sent in bursts and not in steady state flow. | |||||
| * | void time change between gettime calls | UbitUmarov | 2014-09-02 | 1 | -4/+3 | |
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| * | *needs testing, not that good* change throttles math using floats and not | UbitUmarov | 2014-09-02 | 4 | -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, | UbitUmarov | 2014-08-29 | 1 | -43/+4 | |
| | | | | | | | | reduce MeshModule impact on udp rate | |||||
| * | add method to get a category throttle rate | UbitUmarov | 2014-08-29 | 2 | -38/+37 | |
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| * | reduce burst | UbitUmarov | 2014-08-29 | 1 | -1/+1 | |
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| * | replace the tick() by a limit on the maximum number of tokens that can be | UbitUmarov | 2014-08-29 | 2 | -15/+39 | |
| | | | | | | | | acumulated ( variable named BurtRate, not exactly a rate...) | |||||
| * | disable first drip | UbitUmarov | 2014-08-29 | 1 | -1/+1 | |
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| * | try to reduce insane high data rate udp bursts. This needs testing on a | UbitUmarov | 2014-08-28 | 2 | -1/+11 | |
| | | | | | | | | region with a lot of contents. Should not affect much average rates. | |||||
| * | remove misplaced comment | UbitUmarov | 2014-08-28 | 1 | -1/+0 | |
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| * | try to make sense of throttle rate limits | UbitUmarov | 2014-08-28 | 2 | -4/+15 | |
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| * | add some functions for estimation of number of bytes that can be send in a ↵ | UbitUmarov | 2014-08-28 | 2 | -0/+13 | |
| | | | | | | | | category in specified time | |||||
| * | send all presences terseupdates in same batch | UbitUmarov | 2014-08-28 | 1 | -3/+3 | |
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| * | if we send wearables with ThrottleOutPacketType.HighPriority, then we | UbitUmarov | 2014-08-28 | 2 | -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 the | UbitUmarov | 2014-08-27 | 1 | -4/+8 | |
| | | | | | | | | | | top element of a category queue, equivalente to using a queue.peek() if avaiable | |||||
| * | dont append acks to a resend packet | UbitUmarov | 2014-08-26 | 1 | -1/+1 | |
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| * | *test* back to no sog kills, little retouch on attachment updates, | UbitUmarov | 2014-08-25 | 1 | -1/+1 | |
| | | | | | | | | NameValue AttachItemID is a root part thing only | |||||
| * | *test* cleanup the bugs nest | UbitUmarov | 2014-08-25 | 1 | -6/+8 | |
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| * | change enconding of attachment updates NameValue and State fields | UbitUmarov | 2014-08-25 | 1 | -0/+19 | |
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| * | clean sendKill a bit, remove a IsChild that is set too early in a calling | UbitUmarov | 2014-08-24 | 1 | -22/+2 | |
| | | | | | | | | path | |||||
| * | on updates, send rotations using livomv Quaternion.toBytes() again | UbitUmarov | 2014-08-23 | 1 | -4/+2 | |
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| * | Remove entities from updates queues on kill. Do it sync so enqueues after | UbitUmarov | 2014-08-23 | 1 | -0/+6 | |
| | | | | | | | | the kill work | |||||
| * | add a direct sendpartfullUpdate to send a full object update to a part, | UbitUmarov | 2014-08-21 | 1 | -0/+26 | |
| | | | | | | | | optionally overriding its parentID. check what it does to attachments | |||||
| * | revert droping udp packet resends after 6 retries, keep resending. | UbitUmarov | 2014-08-21 | 1 | -10/+0 | |
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| * | remove from use the UpdatesResend on resending udp packets. Just resend | UbitUmarov | 2014-08-20 | 2 | -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. |