| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
|
| | | |
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
|
| | |
| | |
| | |
| | | |
commit (1de80c)
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | | |
one we pool atm, rather than attempting to return all incoming packets.
|
| | |
| | |
| | |
| | | |
churn
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
|
| | |
| | |
| | |
| | | |
ignoring it.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
UDP data.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
|
| | | |
|
| | |
| | |
| | |
| | | |
estate method is received from the client.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
|
| | | |
|
| | |
| | |
| | |
| | | |
viewers.
|
| | |
| | |
| | |
| | | |
packetpool stats.
|
| | |
| | |
| | |
| | | |
Packetpool code.
|
| | |
| | |
| | |
| | |
| | | |
These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
|
| | |
| | |
| | |
| | |
| | |
| | | |
This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
|
| | |
| | |
| | |
| | |
| | |
| | | |
prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
|
| | |
| | |
| | |
| | | |
easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
in Scene.
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
OpenSim.Region.Clientstack.Linden.UDP
This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
|
| | |
| | |
| | |
| | | |
control flag to false
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
|
| | |
| | |
| | |
| | | |
member notation.
|
| |\ \
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
textures get into inventory again. Both features under config control.
Have direct warnings to client, including a final one on upload complete
since i see nothing. problems: textures don't showup in inventory til
relog, also issues with permitions. A few more changes
|