| Commit message (Collapse) | Author | Age | Files | Lines |
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work around a Mono bug with nested delegates
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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Replaced the update lists with a priority queue implementation in LLClientView.
The priority queues are based on the MinHeap implementation also included in
this commit within the OpneSim.Framework namespace. Initially setup to exactly
mimic the behavior beofre the change which was a first come first serve queue.
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more tweaking in the future
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the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
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* Crude prioritization hack
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property and .Clear() method
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
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Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
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* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
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performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
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disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
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This is hand-edited to not let master changes creep into here and may cause a
somewhat rocky merge to master later.
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it exists.
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appearing as a cloud
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contain an unmanaged resource that will not automatically be disposed when they are GCed), and commenting out some ManualResetEvents that are not in use yet
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tracker now uses the system thread list
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* More streams close on finally
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objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
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This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
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is about half of the code base reviewed.
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* Make these use existing constants rather than hardcoding
* These will probably go away soon anyway once all services are under ROBUST
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htb-throttle
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exceptions thrown in the async method
* Added packet stats handling to the new LLUDP implementation
* Attempting to avoid a race condition when creating a new LLUDPClient
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although not everything is reimplemented yet
* Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing
* Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively
* Fixed formatting for a MySQLAssetData error logging line
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htb-throttle
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* BaseOpenSimServer.cs: Added thread pool numbers in show threads
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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