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path: root/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs (unfollow)
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2009-12-13* Add some glue that allows LocalPacketHandlers to decide if they want the ↵Teravus Ovares (Dan Olivares)1-47/+89
packet to be processed asynchronously or not. * Make several packets not asynchronous (such as AgentUpdate). In theory, all fast returning packet handling methods should not be asynchronous. Ones that wait on an external resource or a long held lock, should be asynchronous.
2009-12-06Cause better packing of ObjectPropertiesMelanie1-27/+79
2009-12-03* Move code from that last commit to LLClientView since it's a linden client ↵Teravus Ovares (Dan Olivares)1-0/+18
specific limitation, it moves to the Linden Specific client handler.
2009-11-27Implement god mode user freezing and unfreezingJustin Clark-Casey (justincc)1-1/+1
See http://opensimulator.org/mantis/view.php?id=4356 Thanks Revolution I performed a subsequent probable bug fix in this patch
2009-11-24minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-1/+3
2009-11-23* This concludes the packet migrations from the big nasty switch into packet ↵Teravus Ovares (Dan Olivares)1-20/+1537
handler delegates.
2009-11-23* Moved 60 more packet handlers to Packet Handler Delegates.Teravus Ovares (Dan Olivares)1-21/+2055
2009-11-23* Moved 40 more Packet handlers to the PacketDelegate and out of the 5000 ↵Teravus Ovares (Dan Olivares)1-6/+1104
line switch.
2009-11-23Formatting cleanup.Jeff Ames1-19/+17
2009-11-22* Switched over 15 more packet types from the 5000 line switch to the Packet ↵Teravus Ovares (Dan Olivares)1-6/+293
handler delegate
2009-11-22* Moved 13 more packet type handlers to PacketHandler Delegates.. and out ↵Teravus Ovares (Dan Olivares)1-6/+373
of of that giant 5000 line switch, ProcessInPacket.
2009-11-21* Comment out some example code for later.Teravus Ovares (Dan Olivares)1-2/+2
2009-11-21* Move a few of the ProcessInPacket switch case blocks into packet handler ↵Teravus Ovares (Dan Olivares)1-6/+103
delegates
2009-11-21* This fixes landing on Prim and removes the hack from yesterday. Landing ↵Teravus Ovares (Dan Olivares)1-3/+3
on prim should work fine again.
2009-11-09* Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman1-3/+3
AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-08remove the debug stuffMelanie1-1/+0
2009-11-08test commit with debug output per folder fetch. NOT FOR PRODUCTION, SPEWYMelanie1-0/+1
2009-11-05* Clamp the CoarseLocationUpdate packet at a maximum of 60 positions per ↵John Hurliman1-7/+11
packet. This is a limitation of LLUDP, nothing we can really do about it * Marking CoarseLocationUpdate as *not* zerocoded. Zerocoding can only save space when a packet contains three or more contiguous zeroes, and will use more space if it contains single zeroes randomly scattered through the packet (which is what you see when you send a long list of UUIDs)
2009-11-05Applying #4332, optional packet statistics loggingJohn Hurliman1-0/+4
2009-11-05Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie1-1/+21
Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
2009-11-04Separate folder and item limit for UDP inventory packets. Folder limit isMelanie1-4/+5
now 6, as before, item limit is 5. This should avoid most, if not all, oversized packets.
2009-11-04Add an overload to OutPacket as per jhurliman. Switch hacky workaroundMelanie1-5/+15
for InventoryDescendents to the proper way
2009-11-04Bounce the pacjet items limit back up to 6Melanie1-1/+1
2009-11-04Prevent autosplitting of inventory descendents packets. Also reduces theMelanie1-1/+4
number of items per packet to 5 to prevent asserts
2009-11-04Correctly set the totall number of descendents in inventory retrievalMelanie1-3/+4
2009-11-04Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie1-152/+94
InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory.
2009-10-30Fixed a regression in SendAvatarGroupsReply()John Hurliman1-2/+2
2009-10-30Convert the AvatarGroupsReply message to the event queue.Melanie1-26/+39
2009-10-30Add a using for OSD to the client viewMelanie1-0/+1
2009-10-30* Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman1-12/+14
packet is a mess and shouldn't be used at all (in favor of the event queue message) * Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
2009-10-30* Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman1-2/+0
* Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
2009-10-30* Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman1-4/+7
category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
2009-10-30* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman1-6/+6
* Prints a warning for any future packet splitting failures
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman1-101/+0
2009-10-28Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to testJohn Hurliman1-1/+1
2009-10-28Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari1-7/+7
based clients can use UDP server that is inherited from LLUDPServer.
2009-10-27* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman1-3/+5
to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman1-4/+14
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a ↵Dan Lake1-0/+4
list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
2009-10-23Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been ↵John Hurliman1-13/+4
removed and several new parameters have been added to [ClientStack.LindenUDP]
2009-10-23Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman1-71/+70
avoiding locking and copying the list each time it is accessed
2009-10-22Add copyright header. Formatting cleanup.Jeff Ames1-1/+1
2009-10-21* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman1-3/+3
Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-21* Change the OnQueueEmpty signature to send the flags of the queues that are ↵John Hurliman1-24/+26
empty instead of firing once per empty queue * Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
2009-10-21* FireQueueEmpty now checks if a measurable amount of time has passed, and ↵John Hurliman1-32/+10
if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work * Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
2009-10-21* Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman1-3/+3
per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
2009-10-21* Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman1-9/+2
tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless * Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked * Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
2009-10-21Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman1-0/+6
handling with an interruptible wait handle
2009-10-20Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman1-6/+8
2009-10-19* Optimized sending of terrain dataJohn Hurliman1-146/+166
* Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management) * Added a debug line when resent packets are being sent