| Commit message (Collapse) | Author | Files | Lines |
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problem resolution.
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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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grid call would try and contact the wrong uri. Also fixes the build from df960d5
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during LLUDPServer.HandleUseCircuitCode()
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STATISTICS to count the number of times clients are disconnected due to ack timeouts.
This has been broken for a long period and would only ever show 0.
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This checks that the initial UseCircuitCode packet is handled correctly for a normal client login.
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The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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This appears to be code clutter since the code that uses this has long gone.
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and Removes in that order.
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ResendPrimUpdates, it is removed from the UnackedPacketCollection.
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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.
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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.
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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.
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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.
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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.
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reporting login issues.
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it is needed again. Mantis #5365
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This reverts commit 585473aade100c3ffeef27e0c8e6b6c8c09d0109.
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race condition happen, and got very similar results to those described in mantis #5365 -- no prims/avie sent back.
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"emergency-monitoring on/off"
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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
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Didn't touch the appearance related stuff.
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Bytes were being wrongly added again on a resend
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some point.
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If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog
This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately.
Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates.
In tests, this doesn't appear to affect performance.
There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
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Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously.
Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably.
Of course, a lot of login lag is still coming from other sources.
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for diagnostics
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This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing
changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
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Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along.
The kill packet would then be placed on the state queue and possibly get sent before the update
If the update gets sent afterwards then client get undeletable no owner objects until relog
Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue
Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
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informative
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DisableFacelights option to OpenSim.ini to finally kill those immersion-
breaking, silly vanity lights that destroy nighttime RP. Girls, you look
just fine without them. Guys, you too. Thank you. Melanie has left the building.
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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I'm seeing the viewer ignore or fail to parse ACKs appended to our zerocoded packets. This should cut down on viewer->sim resend traffic
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printing the hex dump
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