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2011-04-30First stab at cleaning up Caps. Compiles. Untested.Diva Canto1-0/+0
2011-04-28Eliminated sAgentCircuitData, a data structure that has been obsolete for ↵Diva Canto1-1/+1
quite some time.
2011-04-25recover from unhandled exception from bad rotation data while processing ↵dahlia1-1/+9
entity updates in LLClientView.cs
2011-04-25Fixed the transmission of throttles from root agent to childMic Bowman1-1/+1
agents. Child throttles are based on the number of child agents known to the root and at least 1/4 of the throttle given to the root.
2011-04-22Various clean ups. Removed some debugging code. Added a new "show pqueues"Mic Bowman1-0/+5
command to look at the entity update priority queue. Added a "name" parameter to show queues, show pqueues and show throttles to look at data for a specific user.
2011-04-21Added ability to remove unacked packet from UnackedPacketCollection without ↵Dan Lake1-2/+10
an acknowledgement from the network. This prevents RTT and throttles from being updated as they would when an ACK is actually received. Also fixed stats logging for unacked bytes and resent packets in this case.
2011-04-20bug fix. Now when an unacked update packet is handled through ↵Dan Lake1-13/+21
ResendPrimUpdates, it is removed from the UnackedPacketCollection.
2011-04-20Adds the first pass at an adaptive throttle to slow start newMic Bowman1-0/+4
clients. If the sent packets are ack'ed successfully the throttle will open quickly up to the maximum specified by the client and/or the sims client throttle. This still needs a lot of adjustment to get the rates correct.
2011-04-19Converted the property request queue to use the same retransmissionMic Bowman1-23/+52
mechanism as the entity update queues.
2011-04-19Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-21/+75
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-18Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake1-21/+75
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-13remove packet monitoring debugging codeMic Bowman1-116/+2
2011-04-13Fixed the update of items in the priority queue to enable bothMic Bowman1-6/+15
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-13fixed a couple bugs with the property queuesMic Bowman1-1/+37
2011-04-13First pass at moving object property requests into a queue similarMic Bowman1-137/+214
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-13New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-2/+4
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-13Add a regression test for rezzing a single object into a scene from user ↵Justin Clark-Casey (justincc)1-1/+8
inventory
2011-04-12remove packet monitoring debugging codeMic Bowman1-116/+2
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-6/+15
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12fixed a couple bugs with the property queuesMic Bowman1-1/+37
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-137/+214
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-2/+4
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-12remove packet monitoring debugging codeMic Bowman1-116/+2
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-6/+15
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12fixed a couple bugs with the property queuesMic Bowman1-1/+37
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-137/+214
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-11New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman1-2/+4
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-11Removed some priority queue debugging codeMic Bowman1-80/+0
2011-04-10Split the priority queue class into a seperate file. LLClientViewMic Bowman1-205/+0
is big enough.
2011-04-10Implements adaptive queue management and fair queueing forMic Bowman1-118/+235
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-04-05Handle the client's parcel info requests asynchronously rather than ↵Justin Clark-Casey (justincc)1-1/+1
synchronously. Handling these synchronously kills the inbound packet loop if many requests are made for remote land and those requests are handled slowly or timeout (timeout is 10s) This can happen if a user searches for "land for sale" and then clicks many of the parcels in the list (or just presses down arrow to move through every entry).
2011-04-05Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)1-4/+20
changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
2011-04-04Implements adaptive queue management and fair queueing forMic Bowman1-118/+235
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-03-30(re)implement selected prim count.Justin Clark-Casey (justincc)1-23/+23
This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
2011-03-29disable prim count debug logging temporarilyJustin Clark-Casey (justincc)1-1/+1
2011-03-28Implements adaptive queue management and fair queueing forMic Bowman1-118/+235
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-03-26add save of LLClientView I forgot from last commitJustin Clark-Casey (justincc)1-4/+2
2011-03-26Add test for PCM taint. This currently fails due to unexpected behaviour of ↵Justin Clark-Casey (justincc)1-0/+2
SceneGraph.ForEachSOG(). This will be corrected soon. Also adds lots of temproarily debug logging
2011-03-25Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)1-13/+22
counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
2011-01-28Thank you, Goetz, for a patch to fix prim count display in cut regions.Melanie1-1/+2
2011-01-21implement "show throttles" command for showing current agent throttles and ↵Justin Clark-Casey (justincc)1-0/+1
the server settings. This is in a very crude state, currently. The LindenUDPModule was renamed LindenUDPInfoModule and moved to OptionalModules OptionalModules was given a direct reference to OpenSim.Region.ClientStack.LindenUDP so that it can inspect specific LindenUDP settings without having to generalize those to all client views (some of which may have no concept of the settings involved). This might be ess messy if OpenSim.Region.ClientStack.LindenUDP were a region module instead, like MXP, IRC and NPC
2011-01-17force objectId to UUID.Zero for non-overridden animations in AvatarAnimation ↵dahlia1-1/+4
packet
2011-01-17objectId in AvatarAnimation packet should be UUID.Zero for non-overridden ↵dahlia1-2/+0
animations
2010-12-30Implement SendPlacesReplyMelanie1-0/+54
2010-12-23Removed unused code -- this was the previous version of UDP texture sending, ↵Diva Canto1-24/+16
which now lives entirely in LindenUDP space.
2010-12-23* Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)1-6/+12
* Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
2010-12-21* Adds AbortXfer to the ClientAPI mixTeravus Ovares (Dan Olivares)1-0/+7
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time. * Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes. * The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
2010-12-17minor: 'debug packet' console command level <= 50 then don't log ↵Justin Clark-Casey (justincc)1-5/+8
ImprovedTerseObjectUpdate messages
2010-12-15Put in locks on m_killRecord to replace changed locks on ↵Justin Clark-Casey (justincc)1-193/+200
m_entityUpdates.SyncRoot These locks are necessary to avoid a delete/update race condition for scene objects. However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritization
2010-12-14Another stab at #LoginLag. Looking forward to hear the feedback! This makes ↵Diva Canto1-2/+23
updates for self movement as absolute top priority, going in to the unthrottled category. Self only, not other avies.