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2013-02-25Make banking no longer break sit rotations. Fix spinning avatars.Melanie1-3/+6
2013-02-24The viewer tries to parse the error message body to LLSD - give it some.Melanie1-2/+2
2013-02-18Fix an issue where the viewer would request the seed cap beforeMelanie1-0/+3
there was a handler for it.
2013-02-16Fix shape parameters sent for meshes tosupport the full number of facesMelanie1-0/+8
2013-02-14Add an event and some logic to allow customizing Simulator Features by avatarMelanie1-4/+21
2013-02-14Small fix to sim features moduleMelanie1-0/+2
2013-02-12Revert "Push updates from keyframe directly to the front of the output queue ↵Melanie1-20/+0
rather" This reverts commit 04235e58e87ae42617111cad2884e42785914d4e.
2013-02-12Revert "Use actual time dilation for unqueued updates"Melanie1-1/+1
This reverts commit 048e904f051ccc38e7d00936b45288af3c6fc010.
2013-02-12Use actual time dilation for unqueued updatesMelanie1-1/+1
2013-02-12Push updates from keyframe directly to the front of the output queue ratherMelanie1-0/+20
than through the update system.
2013-02-07Rename Bounciness to RestitutionMelanie2-2/+2
2013-02-06Move SoubleQueu to Util. Change HTTP inv to prioritize COF. Determine COF for SPMelanie2-115/+70
2013-01-31* Adds a satisfying angular roll when an avatar is flying and turning. ↵Melanie1-2/+3
(General, not physics). Makes flying not feel as stiff. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
2013-01-22* Handle a NRE with Baked Textures that may result in a failed appearance. ↵teravus1-3/+18
This may be an issue, or it may be a symptom.
2013-01-19Remove group IM test code also mentioning "OpenSimulator Testing"Melanie1-26/+1
2013-01-16Add a way to put things at the front of the queue for any throttle group.Melanie3-15/+57
Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added a flag value to the Throttle Type (again) because although it's hacky, it's the best of a bad bunch to get the message through the UDP stack to where it's needed.
2013-01-16Change all uses of the removed state queue to the task queue for now.Melanie1-5/+5
2013-01-16Complete removal of the now unused state queueMelanie2-14/+3
2013-01-16Revert " fix STATE udp queue data rate since it is in use again, after being"Melanie1-4/+1
This reverts commit 4d92c6b39f3ebb7a27517493b66d097d9d9d23dd.
2013-01-16 fix STATE udp queue data rate since it is in use again, after beingUbitUmarov1-1/+4
removed by intel folks (?)( should it be used or removed ??)
2013-01-13 try to patch getmesh Throttle (test)UbitUmarov1-2/+8
2013-01-13add some sanity checking to HandleAgentRequestSit handlerdahlia1-2/+12
2013-01-08Add the new UpdateAgentInformation cap to make maturity on more recent viewersMelanie1-0/+19
work.
2012-12-31* Fixed a bug that replayed old cached appearance when changing outfitsteravus2-46/+111
* Added suser(bad client) DOS protection by limiting the max cacheitems to the maximum sane amount. * Prevents potential numerous loops from running amok and index errors if the client purposely provides bad cache info. * If the XBakes service wasn't running, the SetAvatarAppearance routine would crash when contacting the XBakes service even though it was in a Try/Catch for the appropriate error type. It only properly error handles with the type Exception :(. (commented on that because it's unusual)
2012-12-29* This finishes the implementation of AgentCachedTexture. Requires the ↵teravus2-20/+230
XBakes Module and service for full functionality. Previous no-cache functionality works without the service and module. In some ways, I would have been happier not putting an AssetBase in WearableCacheItem.. but turns out it was probably unavoidable. No additional locks, yay.
2012-12-21* Partial Commit for Avatar Appearance to include the functionality of ↵teravus1-5/+21
Cached Bakes.
2012-12-14Prevent a failed user relogi from throwing exceptions in poll servicesMelanie2-2/+2
2012-12-13 FIX small avatars movement on terrain. (avatar appearance getting evenUbitUmarov1-1/+3
more messy)
2012-12-13add a Check method to flotsamAssetCache, so to check if a asset is inUbitUmarov1-7/+22
cache without actually loading it. Make use limited use of it in avatarfactory textures check. Also on llclientview HandleAgentTextureCached that now should work. Other asset cache modules for now will return false, so are broken. baked textures logic still unchanged. *UNTESTED*
2012-12-10 typo fixUbitUmarov1-2/+3
2012-12-09add velocityinterpolator packets handling but actually do nothing, sinceUbitUmarov1-1/+27
they don't do what i was looking for.
2012-12-08* This is a better way to do the last commit.teravus1-30/+33
2012-12-07* Should promote faster self appearance.teravus1-19/+33
2012-12-07revert the use of avatar skeleton and use avatar size provided by viewers,UbitUmarov1-1/+2
since at least for now seems good enought
2012-11-22* While this is not producing any problems.. and does help in low bandwidth ↵teravus1-7/+35
situations I can't demonstrate that it's better then just letting the client request what it needs in terms of responsiveness of the mesh in the scene yet.
2012-11-17* Plumbing and basic setting of the GetMesh Cap Throttler.teravus3-18/+88
* Last step is to flip the throttle distribution.
2012-11-16Add a first draft mechanism for the IncomingPacketsProcessedStat to show the ↵Justin Clark-Casey (justincc)1-0/+1
delta over time. The chief motivation for this is to be able to tell whether there's any impact on incoming packet processing from enabling extra packet pooling.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus11-824/+165
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-11-15Handle Map block requests on a separate thread rather than the main packet ↵Justin Clark-Casey (justincc)1-1/+1
handling thread. This prevents a slow grid information network call from holding up the main packet handling thread. There's no obvious race condition reason for not doing this asynchronously.
2012-11-15Do HandleMapLayerRequest on its own thread rather than on the main inbound ↵Justin Clark-Casey (justincc)1-1/+1
udp packet handling thread. There's no obvious race condition reason for doing this on the main packet handling thread.
2012-11-15Following on from 4f982596, launch map name requests on an async thread from ↵Justin Clark-Casey (justincc)1-1/+1
LLClientView directly. This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
2012-11-15Make PacketPool class stats pull stats instead of push stats so they can be ↵Justin Clark-Casey (justincc)3-63/+107
lifted up into LLUDPServer and be distiguished by scene name
2012-11-15Add IncomingPacketsProcessedCount stat for diagnostics.Justin Clark-Casey (justincc)2-38/+96
Also puts some packet processing counts in a container named after the scene so that stats can be collected from more than one scene.
2012-11-14Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto3-0/+99
2012-11-12Cleanup on region modules: gave short node id's to all of them.Diva Canto12-12/+12
2012-11-12Remove any mention of IRegionModule from region names and comments to aidMelanie3-5/+5
grepping for remaining uses
2012-11-10One more module converted: ObjectAdd.Diva Canto1-51/+66
2012-11-10One more module: EventQueueGetModule. Also making it non-optional for this dll.Diva Canto1-53/+38
2012-11-09* Prep work switching the GetMeshModule over to a poll service.teravus2-73/+410
* This still has the image throttler in it.. as is... so it's not suitable for live yet.... The throttler keeps track of the task throttle but doesn't balance the UDP throttle yet.
2012-11-05This implements the Caps throttler. After some testing, the system seemed ↵teravus1-13/+106
to be OK with me specifying allowing 1 oversized image per 70,000b/sec with at least one. Try it out, start with a low bandwidth setting and then, set your bandwidth setting middle/high and see the difference. Tested with Two Clients on a region with 1800 textures all visible at once.