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* For now, send all non-full terse updates for ones own avatar directly to the ↵Justin Clark-Casey (justincc)2014-11-252-4/+27
| | | | | | | | | LLUDP client stack rather than queueing internally within LLClientView. When an HG avatar enters a scene, it delays processing of entity updates. Could be crowding out by other updates or something else. This delay in ones own av mvmt updates results in mvmt lag experienced on the client. Avoiding the internal LLClientView for these packets appears to resolve this issue. Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes. Hasn't been observed for non-HG avatars in general. Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
* Add "debug lludp throttles get/set request" and get currentJustin Clark-Casey (justincc)2014-11-251-0/+26
| | | | This allows one to set the requested throttle (which normally comes from the client) as opposed to the max.
* Change the word order of some debug lludp settings for readabilityJustin Clark-Casey (justincc)2014-11-251-15/+15
| | | | | On server, scene-throttle-max becomes max-scene-throttle and likewise max-new-client-throttle On clients, throttle-max becomes max
* Add "debug lludp get/set new-client-throttle-max" to allow default new ↵Justin Clark-Casey (justincc)2014-11-251-8/+25
| | | | | | client throttle to be set separately from existing clients. "debug lludp throttles get/set throttle-max" now only gets and sets current max client throttles
* Add "debug lludp get" command which currently just shows scene-throttle-max ↵Justin Clark-Casey (justincc)2014-11-251-0/+25
| | | | | | to mirror "debug lludp set" Information is also available in "show server throttles" but that's more for non-debug info rather than attempting to get and set parameters on the fly for debug purposes.
* Fix an issue where specifying both max client and server outgoing UDP ↵Justin Clark-Casey (justincc)2014-11-256-66/+275
| | | | | | | | | | throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit. This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle. This would lead to a lower server multiplier than expected. This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active. This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active. This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
* Use automatic properties for Parent and TotalDripRequest in TokenBucket to ↵Justin Clark-Casey (justincc)2014-11-251-32/+21
| | | | make code analysis easier. No functional change.
* Remove the unnecessary intermediate total token bucket.Justin Clark-Casey (justincc)2014-11-252-15/+3
| | | | | This only had one child, which is the 'adaptive' token bucket. So from testing and currently analysis, we can use that bucket directly which simplifies the code.
* extend TestClientThrottleRegionLimited for 2 clients after testing 1. ↵Justin Clark-Casey (justincc)2014-11-251-25/+71
| | | | Renames to TestSingleClientThrottleRegionLimited()
* Add regression test TestClientThrottleRegionLimited() for testing simple ↵Justin Clark-Casey (justincc)2014-11-251-2/+50
| | | | behaviour of throttles where a region-wide total outbound limit is in place.
* factor out common throttle setting byte[] array construction in ThrottleTests.Justin Clark-Casey (justincc)2014-11-251-44/+43
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* Add regression test TestClientThrottleLimited() for throttle behaviour when ↵Justin Clark-Casey (justincc)2014-11-252-1/+64
| | | | a max client total limit is enforced server-side
* refactor: consistently put all test classes in the OpenSim.Tests.Common ↵Justin Clark-Casey (justincc)2014-11-254-82/+0
| | | | | | package rather than some in OpenSim.Tests.Common.Mock the separate mock package was not useful and was just another using line to always add
* minor: disable logging in regression test TestClientThrottleSetNoLimitJustin Clark-Casey (justincc)2014-11-251-1/+1
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* minor: comment out unused method in regression BasicCircuitTestsJustin Clark-Casey (justincc)2014-11-251-17/+17
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* Add basic regression test ThrottleTests.TestClientThrottleSetNoLimitJustin Clark-Casey (justincc)2014-11-252-0/+114
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* refactor: Move test clientstack setup code out of BasicCircuitTests into ↵Justin Clark-Casey (justincc)2014-11-252-229/+12
| | | | OpenSim.Tests.Common.ClientStackHelpers
* Fix recent regression in "debug lludp throttles get" command that stopped it ↵Justin Clark-Casey (justincc)2014-11-251-2/+4
| | | | printing any information. Also fix max throttle displayed to be properly kbps
* minor: in "show server throttles", display unset if new client throttle ↵Justin Clark-Casey (justincc)2014-11-251-2/+6
| | | | value is not set rather than 0
* Add throttle-max option to "debug lludp throttles set" to allow runtime ↵Justin Clark-Casey (justincc)2014-11-251-2/+33
| | | | | | setting of default and existing client throttles. Doesn't yet adjust until clients submit new throttle settings.
* Change "debug lludp throttle *" commands to "debug lludp throttles" for ↵Justin Clark-Casey (justincc)2014-11-251-9/+9
| | | | | | consistency (and because I keep typing throttles). This will still work with "debug lludp throttle" anyway.
* Fix console set and get of max scene rate. Was performing wrong calculation ↵Justin Clark-Casey (justincc)2014-11-251-3/+3
| | | | - throttle buckets are set in bytes, not bits
* Eliminate 'max' throttle setting from server throttles report since this ↵Justin Clark-Casey (justincc)2014-11-251-9/+4
| | | | never applies.
* Allow "debug lludp throttle *" commands to work without a user name, in ↵Justin Clark-Casey (justincc)2014-11-251-21/+51
| | | | which case they apply to all users in the lludp server
* minor: add apparant total to logging when client sets throttlesJustin Clark-Casey (justincc)2014-11-251-2/+5
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* minor: fix bug in throttle logging where arguments were mismatchedJustin Clark-Casey (justincc)2014-11-251-1/+1
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* Add "debug lludp set scene-throttle-max <value>" console command to allow us ↵Justin Clark-Casey (justincc)2014-11-252-6/+40
| | | | to potentially set the scene max throttle on the fly.
* Move information about "server agent rate" throttles into "show server ↵Justin Clark-Casey (justincc)2014-11-251-0/+57
| | | | | | throttles" command rather than "show throttles" THis allows us to see the rates when no client is connected to the region.
* Add "show server throttles" command for showing server specific information ↵Justin Clark-Casey (justincc)2014-11-252-0/+26
| | | | | | | about throttles This is separate from the user-oriented "show throttles" command since one will often only want to know about varying client throttle settings. Currently displays max scene throttle and adaptive throttles config if set.
* Add OutgoingPacketsQueuedCount clientstack stat.Justin Clark-Casey (justincc)2014-11-252-0/+53
| | | | | | This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command. Gives some early indication of whether the simulator can't send all outgoing packets fast enough. Though then one would want to check that this isn't due to a few bad client connections.
* minor: Remove compiler warnings from unused fields in TokenBucketJustin Clark-Casey (justincc)2014-11-251-3/+0
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* refactor: Move LLUDPServer console commands into their own class.Justin Clark-Casey (justincc)2014-11-253-480/+539
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* refactor: rename "debug lludp throttle status" to "debug lludp throttle get" ↵Justin Clark-Casey (justincc)2014-11-251-6/+6
| | | | to match set command
* Add "debug lludp throttle set" command to allow setting of parameters at runtimeJustin Clark-Casey (justincc)2014-11-252-3/+52
| | | | Can currently only set adaptive true|false, where adaptive = false
* Make outboudn and packet inbox handling threads highest priority.Justin Clark-Casey (justincc)2014-11-252-0/+6
| | | | | Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied. For assessment purposes.
* Add "debug lludp throttle status" command to return status information about ↵Justin Clark-Casey (justincc)2014-10-021-0/+36
| | | | a client's throttle (currently just whether adaptive is enabled).
* Add "debug lludp throttle log <level> <avatar-first-name> ↵Justin Clark-Casey (justincc)2014-10-023-18/+111
| | | | <avatar-last-name>" to control extra throttle related debug logging.
* Add "debug lludp data out" console command for logging outgoing data just ↵Justin Clark-Casey (justincc)2014-09-242-1/+52
| | | | | | | before it's put on the wire. Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send. For low-level debugging purposes.
* Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2014-09-042-1/+3
| | | | | | have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
* Implement experimental non-default mechanism to update scene via a timer ↵Justin Clark-Casey (justincc)2014-08-261-1/+1
| | | | | | | | rather than a persistent thread with sleep. This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
* Extend drop command to "debug lludp drop <in|out>..." to allow drop of ↵Justin Clark-Casey (justincc)2014-08-192-8/+44
| | | | | | inbound packets. For test/debug purposes.
* Add "debug lludp drop out <add|remove> <packet-name>" console command for ↵Justin Clark-Casey (justincc)2014-08-192-0/+76
| | | | | | | debug/test purposes. This drops all outbound packets that match a given packet name. Can currently only be applied to all connections in a scene.
* Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)2014-08-191-0/+19
| | | | Only present if OQRE is enabled
* Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)2014-08-193-5/+288
| | | | | | | | | | | on a controlled number of threads rather than the threadpool. Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
* Make LLUDPServer.Scene publicly gettable/privately settable instead of ↵Justin Clark-Casey (justincc)2014-08-193-49/+55
| | | | | | | protected so that other logging code in the clientstack can record more useful information Adds some commented out logging for use again in the future. No functional change.
* If a user moves back in sight of a child region before the agent has been ↵Justin Clark-Casey (justincc)2014-08-151-1/+1
| | | | closed on teleport, don't unnecessarily resend all avatar and object data about that region.
* On teleport to a region that already has a child agent established (e.g. a ↵Justin Clark-Casey (justincc)2014-08-151-1/+1
| | | | | | neighbour) don't resend all the initial avatar and object data again. This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
* Only set up the UnackedMethod for an outgoing message if that message is ↵Justin Clark-Casey (justincc)2014-08-131-1/+3
| | | | actually meant to get an ack (because it's reliable).
* XBakes: store the assets only in the sim's local assets cache; not in the ↵Oren Hurvitz2014-07-211-89/+37
| | | | main assets server. Also, some cleanup.
* In "show throttles", show the maximum drip rate. This shows whether a client ↵Oren Hurvitz2014-07-212-10/+11
| | | | is being throttled due to past poor performance.