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2009-10-20Added try/catches in the outgoing packet handler to match the one in the ↵John Hurliman1-45/+59
incoming packet handler
2009-10-20Fixing position/rotation/collisionplane in ObjectUpdate packets for avatarsJohn Hurliman1-6/+8
2009-10-20Reverting the deletion of files related to texture sending until we figure ↵John Hurliman1-0/+2
out exactly what is and isn't needed
2009-10-19* Optimized sending of terrain dataJohn Hurliman2-155/+180
* 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
2009-10-19* Removed OpenSim.Data.NHibernateJohn Hurliman1-3/+3
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
2009-10-19* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman4-56/+62
This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2-648/+371
packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
2009-10-18* Process the avatar terse update priority queue as soon as an update for ↵John Hurliman1-40/+39
our own avatar is ready to send * Reduce the scope of the locks when processing the update queues * Reuse the ImprovedTerseObjectUpdate.RegionData block
2009-10-18* Big performance increase in loading prims from the region database with MySQLJohn Hurliman2-25/+50
* Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
2009-10-17* Committing Nini.dll with the patch from #3773 appliedJohn Hurliman1-1/+1
* Fixing a log message typo
2009-10-17Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman1-17/+90
re-prioritizing updates
2009-10-17Wrapped the contents of the IncomingPacketHandler loop in a try/catch statementJohn Hurliman1-2/+9
2009-10-16Changing avatar movement updates to the Task throttle category until we get ↵John Hurliman1-5/+6
finer grained prioritization of avatars vs. prims
2009-10-16Prevent oversized packets from crashing the LLUDP server. It will now print ↵John Hurliman1-5/+20
a friendly error message and drop the packet
2009-10-16* Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman3-95/+35
increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge * Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
2009-10-16* Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman1-1/+2
statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
2009-10-16* Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman3-37/+46
cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
2009-10-16Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie1-5/+22
2009-10-15Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman1-209/+135
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
2009-10-15Replaced the update lists with a priority queue implementation in LLClientViewjjgreens1-45/+179
Replaced the update lists with a priority queue implementation in LLClientView. The priority queues are based on the MinHeap implementation also included in this commit within the OpneSim.Framework namespace. Initially setup to exactly mimic the behavior beofre the change which was a first come first serve queue.
2009-10-15* Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman1-1/+228
so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15* Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)1-2/+5
avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
2009-10-14Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman2-6/+29
with a config setting, defaulting to synchronous mode
2009-10-14* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman3-97/+155
more tweaking in the future
2009-10-14* Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman1-1/+3
the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
2009-10-14* Read scene_throttle_bps from the config file and use itJohn Hurliman2-10/+5
* Minor formatting cleanup
2009-10-14* Minimized the number of times textures are pulled off the priority queueJohn Hurliman7-67/+141
* 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
2009-10-13* Split Task category into Task and StateJohn Hurliman2-30/+45
* Crude prioritization hack
2009-10-13* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman5-80/+103
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
2009-10-13* Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman2-69/+5
Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
2009-10-13* Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman3-48/+41
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
2009-10-13* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman4-271/+107
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)
2009-10-13* Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman2-239/+221
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
2009-10-13Avoid checking m_clients collection twice when a UseCircuitCode packet is ↵John Hurliman2-28/+30
received
2009-10-13* Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2-59/+77
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
2009-10-13* Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman1-5/+8
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
2009-10-13Better handling of missing assets.Diva Canto1-9/+16
2009-10-12Better handling of missing assets.Diva Canto1-9/+23
2009-10-12Stop the recurring texture requests for textures that truly don't exist.Diva Canto1-2/+2
2009-10-12* Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto3-7/+33
* Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
2009-10-11* Changed logic of enabling LLProxyLoginModule to follow the new style -- ↵Diva Canto1-2/+4
true/false on the name, rather than gridmode=true. * Better error messages on Add/Remove clients.
2009-10-09Slight variation on the locking scheme: now locking always, except the ↵Diva Canto1-9/+9
ForEach, which gets a copy of the Array. I think the ForEach was the big gorilla.
2009-10-09* Changed the "Packet exceeded buffer size" log line to debug and include ↵John Hurliman2-8/+5
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
2009-10-09This is to *try* to avoid the exception we are seeing repeatedly:Diva Canto1-0/+4
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag #13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection. # at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290 # at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244 # at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536 # at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491 # at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404 # at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164 # at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
2009-10-09Putting this to exactly what it was yesterday around this time, so we can do ↵Diva Canto2-182/+411
the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
2009-10-09Slow down the packet receiving code again after new reports of thread storms.Melanie1-4/+8
2009-10-09Forgot to initialize m_writeLockJohn Hurliman1-1/+1
2009-10-09Added more debugging output to the "unrecognized source" warningJohn Hurliman1-1/+2
2009-10-09* Added a lock object for the write functions in LLUDPClientCollection ↵John Hurliman3-210/+169
(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
2009-10-08Simplified LLUDPClientCollection from three collections down to one. This ↵John Hurliman3-95/+29
will prevent any potential problems from inconsistency between the internal collections