| Commit message (Collapse) | Author | Age | Files | Lines |
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disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
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received
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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
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* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
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the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be
* Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
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(immutable != concurrent write safety)
* Allow the UDP server to bind to a user-specified port again
* Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
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will prevent any potential problems from inconsistency between the internal collections
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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
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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
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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
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user's viewer network throttle settings
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WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
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option for LLUDPServer. On windows .NET the default socket receive
buffer size is 8192 bytes, on recent linux systems it's about
111K. both value can be a bit small for an OpenSim instance serving
many clients. The socket receive buffer size can be configured via
an OpenSim.ini config option
- adds a general catch clause to LLUDPServer.OnReceivedData() to
prevent it submerging when an unexpected Exception occurs.
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LICENSE.txt.
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-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
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added
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singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
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lethal stack overflows.
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void AddScene(IScene x). As there should be no need for the client view to have a reference to Scene. IScene should be all it needs.
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These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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again if a duplicate use circuit code packet comes in
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friend to be terminated could not be found
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sim restarts to fail because the test that searches for and shutsdown the UDP server listener for that region never found and shutdown the udp server. hence the error message, "only one listener on port".
* This is a high profile candidate for a unit test. (big)
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* Minor client fixes
* Added the ability for a client to login without a UserProfile, allowing certain alternate clients to connect to the region.
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for future common use
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proxy messages were not properly decoded.
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spam from libOMV clients. AckPacket.Header.Sequence was 0. This caused LibOMV to ignore it.
* There's another patch over at http://jira.openmv.org/browse/LIBOMV-415 to fix the 'resend forever' issue.
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constantly reused ep sender field
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SocketException on BeginReceive
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by the client throttle setting does not
* Old behaviour was to throw an exception on startup
* Print out client stack setting temporarly for debug purposes
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See OpenSim.ini.example for details as to what this means
* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality
* This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change
* Value may be further tuned
* Removed temporary decals since the multipler setting will stick around now
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multiplier is applied to all the client throttle settings received by the client
* This should probably be 1, but currently by default it is 8, to reflect what was being eon3 in OpenSim before this revision. So if the client requested a maximum throttle
of 1500 kilobits per second, we would actually send out 1500 kilobytes per second
* Adjusting this multiplier down towards 1 may improve your OpenSim experience, though in other situations it may degrade (e.g. if you're using a standalone over high bandwidth
links)
* This is currently a user setting because adjusting it down may currently reveal other OpenSim bugs.
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adjustable setting yet (and then only for debug purposes)
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since this is always non null
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