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path: root/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs (follow)
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* New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman2011-04-111-1/+1
| | | | | | | | | 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.
* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-02-181-1/+1
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* Put the Ack of UseCircuitCode back to where it used to be. Some ppl are ↵Diva Canto2011-02-091-6/+5
| | | | reporting login issues.
* Comment instrumentation out. Not needed anymore. Left in comments, in case ↵Diva Canto2011-02-091-4/+7
| | | | it is needed again. Mantis #5365
* Revert "Brute-force debug -- mantis #5365"Diva Canto2011-02-091-5/+0
| | | | This reverts commit 585473aade100c3ffeef27e0c8e6b6c8c09d0109.
* Brute-force debug -- mantis #5365Diva Canto2011-02-081-0/+5
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* Avoid potential race conditions on UseCircuitCode. I artificially made the ↵Diva Canto2011-02-081-23/+28
| | | | race condition happen, and got very similar results to those described in mantis #5365 -- no prims/avie sent back.
* Minor addition to the previous commitDiva Canto2011-02-081-3/+12
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* Minor improvement to previous commit.Diva Canto2011-02-081-2/+4
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* Added emergency monitoring of UDP Outgoing packets thread. Just type ↵Diva Canto2011-02-081-0/+100
| | | | "emergency-monitoring on/off"
* Record number of resent packets in LindenUDP stack and display in stats reportJustin Clark-Casey (justincc)2011-02-021-1/+4
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* implement "show throttles" command for showing current agent throttles and ↵Justin Clark-Casey (justincc)2011-01-211-3/+5
| | | | | | | | | 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
* Prune some of the excess logging for client logins.Justin Clark-Casey (justincc)2011-01-181-3/+3
| | | | Didn't touch the appearance related stuff.
* Fix UnackedBytes client stack statistic as seen in "show queues"Justin Clark-Casey (justincc)2011-01-171-2/+0
| | | | Bytes were being wrongly added again on a resend
* Commented a verbose Debug message in LLUDPServer that got uncommented at ↵Diva Canto2011-01-051-1/+1
| | | | some point.
* Merge branch 'master-core' into mantis5110Jonathan Freedman2010-12-051-2/+20
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| * Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)2010-12-021-2/+6
| | | | | | | | | | | | | | | | 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.
| * minor: add some method docJustin Clark-Casey (justincc)2010-12-021-0/+14
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* | Merge https://github.com/opensim/opensim into mantis5110Jonathan Freedman2010-11-211-2/+2
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * Formatting cleanup.Jeff Ames2010-11-081-2/+2
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* | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-301-1/+1
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
| * Set async_packet_handling = true by defaultJustin Clark-Casey (justincc)2010-10-301-1/+1
| | | | | | | | | | | | Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously. Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably. Of course, a lot of login lag is still coming from other sources.
* | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-291-2/+8
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| * Add number of ms it takes to complete UseCircuitCode packet handling to log ↵Justin Clark-Casey (justincc)2010-10-291-2/+8
| | | | | | | | for diagnostics
| * Revert "Merge remote branch 'otakup0pe/mantis5110'"Justin Clark-Casey (justincc)2010-10-221-1/+1
|/ | | | | This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
* * change the data exchanged within hypergrid transactionsJonathan Freedman2010-10-211-1/+1
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* Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)2010-09-171-0/+4
| | | | | | | | | Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
* Add client name to packet resend log messages to make them a bit more ↵Justin Clark-Casey (justincc)2010-09-131-3/+7
| | | | informative
* In my crusade against facelights, I am striking the killing blow. Add aMelanie2010-08-081-0/+5
| | | | | | DisableFacelights option to OpenSim.ini to finally kill those immersion- breaking, silly vanity lights that destroy nighttime RP. Girls, you look just fine without them. Guys, you too. Thank you. Melanie has left the building.
* * Initial commit of the slimupdates2 rewrite. This pass maintains the ↵unknown2010-05-121-14/+4
| | | | original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
* Don't append ACKs to zerocoded packets. Although this should fine in theory, ↵John Hurliman2010-04-021-15/+20
| | | | I'm seeing the viewer ignore or fail to parse ACKs appended to our zerocoded packets. This should cut down on viewer->sim resend traffic
* Removed the unused use_async_when_possible config variableJohn Hurliman2010-03-161-1/+1
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* Streamlined error logging for malformed packets and fixed a bug when ↵John Hurliman2010-02-231-4/+3
| | | | printing the hex dump
* * HGGridConnector is no longer necessary.Diva Canto2010-01-291-0/+3
| | | | * Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
* HG 1.5 is in place. Tested in standalone only.Diva Canto2010-01-281-20/+0
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* Go Home works. With security!!Diva Canto2010-01-181-0/+20
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* * Add some glue that allows LocalPacketHandlers to decide if they want the ↵Teravus Ovares (Dan Olivares)2009-12-131-1/+1
| | | | | | 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.
* * Re-enable lightweight packet tracking stats on a 3000 ms interval.Teravus Ovares (Dan Olivares)2009-11-271-0/+9
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* Applying #4332, optional packet statistics loggingJohn Hurliman2009-11-051-0/+111
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* Refine oversized packet handling as per jhurliman. Reallocate the buffer toMelanie2009-11-041-4/+7
| | | | actual packet size only for oversized packets.
* Add some length to the backet buffer for packet sending so oversizeMelanie2009-11-041-1/+1
| | | | inventory packets don't make us barf
* Make the default and max RTO configurable int he linden client stackMelanie2009-10-301-1/+7
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* * Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman2009-10-301-2/+2
| | | | | | 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
* * Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman2009-10-301-4/+8
| | | | | | | 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
* * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman2009-10-301-4/+4
| | | | * Prints a warning for any future packet splitting failures
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-291-2/+2
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2009-10-281-5/+5
| | | | based clients can use UDP server that is inherited from LLUDPServer.
* Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2009-10-271-0/+8
| | | | always leave a worker thread available for other tasks
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-261-7/+7
| | | | inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
* * Switched all operations on the list of clients that could be either sync ↵John Hurliman2009-10-261-2/+2
| | | | | | | | or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva