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path: root/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs (follow)
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* * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman2009-10-141-94/+94
| | | | more tweaking in the future
* * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-141-13/+52
| | | | | | * OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
* * Split Task category into Task and StateJohn Hurliman2009-10-131-24/+38
| | | | * Crude prioritization hack
* * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman2009-10-131-9/+41
| | | | | | | | | property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
* * Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2009-10-131-1/+0
| | | | | | | | performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
* * Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2009-10-131-2/+0
| | | | | | should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
* * Added missing references to prebuild.xml and commented out the LindenUDP ↵John Hurliman2009-10-061-2/+54
| | | | | | | | tests until a new test harness is written * Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice * Added documentation and cleanup, getting ready for the first public push * Deleted an old LLUDP file
* * Try/catch around EndInvoke() when Util.FireAndForget() returns to catch ↵John Hurliman2009-10-061-10/+30
| | | | | | | exceptions thrown in the async method * Added packet stats handling to the new LLUDP implementation * Attempting to avoid a race condition when creating a new LLUDPClient
* * Continued work on the new LLUDP implementation. Appears to be functioning, ↵John Hurliman2009-10-061-0/+370
although not everything is reimplemented yet * Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing * Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively * Fixed formatting for a MySQLAssetData error logging line