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path: root/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs (follow)
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* Merge branch 'testmerge' into queuetestMic Bowman2011-04-131-2/+8
|\ | | | | | | | | Conflicts: OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
| * remove packet monitoring debugging codeMic Bowman2011-04-131-116/+2
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| * Fixed the update of items in the priority queue to enable bothMic Bowman2011-04-131-6/+15
| | | | | | | | | | | | types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
| * fixed a couple bugs with the property queuesMic Bowman2011-04-131-1/+37
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| * First pass at moving object property requests into a queue similarMic Bowman2011-04-131-137/+214
| | | | | | | | | | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
| * New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman2011-04-131-2/+4
| | | | | | | | | | | | | | | | | | 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.
| * Add a regression test for rezzing a single object into a scene from user ↵Justin Clark-Casey (justincc)2011-04-131-1/+8
| | | | | | | | inventory
* | remove packet monitoring debugging codeMic Bowman2011-04-121-116/+2
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* | Fixed the update of items in the priority queue to enable bothMic Bowman2011-04-121-6/+15
| | | | | | | | | | | | types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
* | fixed a couple bugs with the property queuesMic Bowman2011-04-121-1/+37
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* | First pass at moving object property requests into a queue similarMic Bowman2011-04-121-137/+214
| | | | | | | | | | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
* | New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman2011-04-121-2/+4
|/ | | | | | | | | 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.
* Merge branch 'queuetest' of ssh://opensimulator.org/var/git/opensim into ↵Mic Bowman2011-04-111-1/+75
|\ | | | | | | | | | | | | | | queuetest Conflicts: OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs OpenSim/Region/Framework/Scenes/Prioritizer.cs
| * Implements adaptive queue management and fair queueing forMic Bowman2011-04-041-118/+235
| | | | | | | | | | | | | | improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
* | Removed some priority queue debugging codeMic Bowman2011-04-111-80/+0
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* | Split the priority queue class into a seperate file. LLClientViewMic Bowman2011-04-101-205/+0
| | | | | | | | is big enough.
* | Implements adaptive queue management and fair queueing forMic Bowman2011-04-101-118/+235
| | | | | | | | | | | | | | improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
* | Handle the client's parcel info requests asynchronously rather than ↵Justin Clark-Casey (justincc)2011-04-051-1/+1
| | | | | | | | | | | | | | synchronously. Handling these synchronously kills the inbound packet loop if many requests are made for remote land and those requests are handled slowly or timeout (timeout is 10s) This can happen if a user searches for "land for sale" and then clicks many of the parcels in the list (or just presses down arrow to move through every entry).
* | Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2011-04-051-4/+20
|/ | | | | | | | changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
* (re)implement selected prim count.Justin Clark-Casey (justincc)2011-03-301-23/+23
| | | | This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
* disable prim count debug logging temporarilyJustin Clark-Casey (justincc)2011-03-291-1/+1
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* add save of LLClientView I forgot from last commitJustin Clark-Casey (justincc)2011-03-261-4/+2
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* Add test for PCM taint. This currently fails due to unexpected behaviour of ↵Justin Clark-Casey (justincc)2011-03-261-0/+2
| | | | | | SceneGraph.ForEachSOG(). This will be corrected soon. Also adds lots of temproarily debug logging
* Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-251-13/+22
| | | | | | | counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
* Thank you, Goetz, for a patch to fix prim count display in cut regions.Melanie2011-01-281-1/+2
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* implement "show throttles" command for showing current agent throttles and ↵Justin Clark-Casey (justincc)2011-01-211-0/+1
| | | | | | | | | 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
* force objectId to UUID.Zero for non-overridden animations in AvatarAnimation ↵dahlia2011-01-171-1/+4
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* objectId in AvatarAnimation packet should be UUID.Zero for non-overridden ↵dahlia2011-01-171-2/+0
| | | | animations
* Implement SendPlacesReplyMelanie2010-12-301-0/+54
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2010-12-231-6/+12
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| * * Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)2010-12-231-6/+12
| | | | | | | | | | | | * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
* | Removed unused code -- this was the previous version of UDP texture sending, ↵Diva Canto2010-12-231-24/+16
|/ | | | which now lives entirely in LindenUDP space.
* * Adds AbortXfer to the ClientAPI mixTeravus Ovares (Dan Olivares)2010-12-211-0/+7
| | | | | | * Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time. * Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes. * The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
* minor: 'debug packet' console command level <= 50 then don't log ↵Justin Clark-Casey (justincc)2010-12-171-5/+8
| | | | ImprovedTerseObjectUpdate messages
* Put in locks on m_killRecord to replace changed locks on ↵Justin Clark-Casey (justincc)2010-12-151-193/+200
| | | | | | | m_entityUpdates.SyncRoot These locks are necessary to avoid a delete/update race condition for scene objects. However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritization
* Another stab at #LoginLag. Looking forward to hear the feedback! This makes ↵Diva Canto2010-12-141-2/+23
| | | | updates for self movement as absolute top priority, going in to the unthrottled category. Self only, not other avies.
* Relax a highly constraining lock on m_entityUpdates that may be preventing ↵Diva Canto2010-12-141-126/+127
| | | | reprioritizations from actually happening. #LoginLag
* Revamp the viewer -> banlist packet processing so fix a number of bugs.Melanie2010-12-131-3/+7
| | | | | | | Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties method that takes a GroupPowers argument to specify what action is to be taken. Also, make the method to set parcel data much more granular. Permissions in a deeded setting should now work.
* Revert "Another stab at mantis #5256"Diva Canto2010-12-101-20/+19
| | | | This reverts commit ccb4f958c0dbb2daad4249a6b97d1c0b008b6a47.
* Another stab at mantis #5256Diva Canto2010-12-101-19/+20
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* Revert "A stab at mantis #5256. Separate ScenePresence updates from ↵Diva Canto2010-12-101-150/+128
| | | | | | SceneObject updates, and place them in different queues." This reverts commit f84905e2949d61239c8bff815f8061a9435c124c.
* A stab at mantis #5256. Separate ScenePresence updates from SceneObject ↵Diva Canto2010-12-101-128/+150
| | | | updates, and place them in different queues.
* Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)2010-12-021-14/+18
| | | | | | | | 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.
* Fix gesture and viewer preview sounds not playingMelanie2010-11-171-2/+3
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* provide avatar name in log if an exception ends up at the top of an async ↵Justin Clark-Casey (justincc)2010-11-121-2/+3
| | | | packet processing stack
* Fix logins and avatar appearance. Contains a Migration. May contain nuts.Melanie2010-10-301-0/+1
| | | | | | This will cause visual params to be persisted along with worn items. With this, alpha and tattoo laters will be saved. Multiple layers MAY work, but not tested because I don't use Viewer 2.
* READ CAREFULLY!!! This is a BROKEN commit. It is UNTESTED and INCOMPLETE.Melanie2010-10-301-6/+15
| | | | | | | | | It contains a major interface version bump and will NOT work with earlier grid services. This is preliminary work that will lead to layers support. Rest appearance services are commented out completely, they will have to be adapted by someone who actually uses them. Remote admin is working, but has no layers support. There is no layers support in the database. Login likely won't work. You have been warned.
* Merge branch 'dev-appearance'Melanie2010-10-291-4/+4
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| * Major refactoring of appearance handling.Master ScienceSim2010-10-201-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | AvatarService -- add two new methods, GetAppearance and SetAppearance to get around the lossy encoding in AvatarData. Preseve the old functions to avoid changing the behavior for ROBUST services. AvatarAppearance -- major refactor, moved the various encoding methods used by AgentCircuitData, ClientAgentUpdate and ScenePresence into one location. Changed initialization. AvatarAttachments -- added a class specifically to handle attachments in preparation for additional functionality that will be needed for viewer 2. AvatarFactory -- removed a number of unused or methods duplicated in other locations. Moved in all appearance event handling from ScenePresence. Required a change to IClientAPI that propogated throughout all the IClientAPI implementations.
* | Deleted a verbose and unneeded log message.Diva Canto2010-10-211-1/+1
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