| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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specific limitation, it moves to the Linden Specific client handler.
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See http://opensimulator.org/mantis/view.php?id=4356
Thanks Revolution
I performed a subsequent probable bug fix in this patch
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handler delegates.
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line switch.
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handler delegate
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of of that giant 5000 line switch, ProcessInPacket.
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delegates
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on prim should work fine again.
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AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
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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)
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Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
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now 6, as before, item limit is 5. This should avoid most, if not
all, oversized packets.
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for InventoryDescendents to the proper way
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number of items per packet to 5 to prevent asserts
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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.
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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
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* 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
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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
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* Prints a warning for any future packet splitting failures
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based clients can use UDP server that is inherited from LLUDPServer.
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to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
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in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
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list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
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removed and several new parameters have been added to [ClientStack.LindenUDP]
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avoiding locking and copying the list each time it is accessed
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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
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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)
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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
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per-client back to per-scene
* Testing a fix from Jim to make the cpu usage fix cleaner
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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
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handling with an interruptible wait handle
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* 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
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