| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
one we pool atm, rather than attempting to return all incoming packets.
|
|
|
|
| |
churn
|
|
|
|
| |
ignoring it.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
estate method is received from the client.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
even test compiled.
|
|
|
|
|
|
|
|
|
| |
race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
|
|
|
|
| |
now conforms to the behaviour in SL.
|
|
|
|
| |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|
|
|
| |
since last packeted received by the simulator from a viewer.
|
|
|
|
|
|
|
|
|
| |
synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
|
|
|
|
| |
simultaneously (e.g. ack timeout and an attempt to reconnect)
|
|
|
|
| |
This can always be retrieved via the LLUDPClient and is so done in various places already.
|
|
|
|
|
| |
This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
|
|
|
|
| |
IClientAPI.RemoteEndpoint.
|
|
|
|
| |
to reflect what it actually is
|
|
|
|
| |
in many, many log messages.
|
|
|
|
|
|
|
|
|
| |
attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
|
| |
|
|
|
|
|
|
| |
outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
|
|
|
|
| |
else's hud, then don't still add it to the list of blocks for the update message.
|
|\ |
|
| |
| |
| |
| | |
up the sound pipeline in the viewer.
|
|/
|
|
|
|
|
| |
non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
|
|
|
|
| |
duplicate code
|
| |
|
|
|
|
| |
debug packet level
|
|
|
|
| |
since two commits ago (b099f26)
|
|
|
|
|
|
|
|
| |
rather than using IsLoggingOut flag.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
|
|
|
|
| |
client a kick message with that reason, in case it is somehow still listening.
|
|
|
|
| |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
|
|
|
|
|
| |
duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
|
|
|
|
|
|
| |
check the IsLoggingOut flag instead.
This is slightly better thread-race wise
|
|
|
|
|
|
|
| |
than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
|
| |
|
|
|
|
| |
nor client are ever null.
|
|
|
|
|
|
| |
rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
|