| Commit message (Collapse) | Author | Age | Files | Lines |
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queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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is big enough.
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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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).
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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!
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match that given for InternalAddress in the config (e.g. 0.0.0.0)
Can't obtain actually bound address until the UDP socket is used for the first time.
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This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
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SceneGraph.ForEachSOG(). This will be corrected soon.
Also adds lots of temproarily debug logging
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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.
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This reverts commit ebeef02fef1a04b5b4cfe13dad588bcce7f9ba21.
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reporting login issues.
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it is needed again. Mantis #5365
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This reverts commit 585473aade100c3ffeef27e0c8e6b6c8c09d0109.
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This reverts commit ba202ea9b08b1205de343c65fd209b6cca4cb6bc.
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overflown integer operations. Also added Total to the scene throttles in show throttles.
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race condition happen, and got very similar results to those described in mantis #5365 -- no prims/avie sent back.
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"emergency-monitoring on/off"
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Revert "refactor: remove redundant null checks"
This reverts commit 6e58996b4d9db202cd7795a37bd687362effef48.
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This is already being incremented in LLUDPServer.SendPacketFinal for every packet
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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
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of bytes.
Byte amounts aren't actually available - this was a misunderstanding of TokenBucket.Content. But raw packet numbers are.
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packet
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Didn't touch the appearance related stuff.
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Bytes were being wrongly added again on a resend
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animations
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some point.
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* 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.
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which now lives entirely in LindenUDP space.
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* 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.
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ImprovedTerseObjectUpdate messages
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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
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