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* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
| | | | | throttle and makes more packets to be sent in bursts and not in steady state flow.
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
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* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
| | | | | int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
| | | | reduce MeshModule impact on udp rate
* add method to get a category throttle rateUbitUmarov2014-08-292-38/+37
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* reduce burstUbitUmarov2014-08-291-1/+1
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* replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
| | | | acumulated ( variable named BurtRate, not exactly a rate...)
* disable first dripUbitUmarov2014-08-291-1/+1
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* try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
| | | | region with a lot of contents. Should not affect much average rates.
* remove misplaced commentUbitUmarov2014-08-281-1/+0
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* try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
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* add some functions for estimation of number of bytes that can be send in a ↵UbitUmarov2014-08-282-0/+13
| | | | category in specified time
* send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
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* if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18
| | | | should send other avatarinformation with same priority on same Task category ( plus cleanup )
* enqueue also if m_nextPackets[category] is not null. This is really theUbitUmarov2014-08-271-4/+8
| | | | | top element of a category queue, equivalente to using a queue.peek() if avaiable
* dont append acks to a resend packetUbitUmarov2014-08-261-1/+1
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* *test* back to no sog kills, little retouch on attachment updates,UbitUmarov2014-08-251-1/+1
| | | | NameValue AttachItemID is a root part thing only
* *test* cleanup the bugs nestUbitUmarov2014-08-251-6/+8
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* change enconding of attachment updates NameValue and State fieldsUbitUmarov2014-08-251-0/+19
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* clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-22/+2
| | | | path
* on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov2014-08-231-4/+2
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* Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov2014-08-231-0/+6
| | | | the kill work
* add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+26
| | | | optionally overriding its parentID. check what it does to attachments
* revert droping udp packet resends after 6 retries, keep resending.UbitUmarov2014-08-211-10/+0
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* remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2014-08-202-36/+54
| | | | | the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.
* send zero velocity again on avatar full update or its uglyUbitUmarov2014-08-191-1/+1
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* fix the encoding of rotation in updates, not just using the next field toUbitUmarov2014-08-191-15/+12
| | | | override w bytes. ( specially having it commented )
* still another ...UbitUmarov2014-08-191-2/+1
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* fix a missed blocking of sending updates the the new attach points aboveUbitUmarov2014-08-191-2/+1
| | | | hud indexes
* NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2014-08-162-2/+22
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* reduce ping cliping lower limitUbitUmarov2014-08-141-2/+2
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* reduce ping filter time constantUbitUmarov2014-08-141-1/+1
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* add a estimator of client ping time, and painfully make it visible in showUbitUmarov2014-08-143-5/+41
| | | | connections console command
* Merge branch 'ubitworkmaster'Melanie Thielker2014-08-132-63/+68
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| * remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2014-08-132-11/+17
| | | | | | | | | | need a delay, we need to do it at end of HandleUseCircuitCode before feeding pending packets (including that one) into processing queue.
| * process AgentUpdates in order with rest of packets. Only give higher ↵UbitUmarov2014-08-131-2/+4
| | | | | | | | priority to chat
| * take agentUpdate checks out of llUDPserver (disabling useless debug) andUbitUmarov2014-08-122-43/+35
| | | | | | | | do it only where its supposed to be done..
| * do the significance test invalidation at MoveAgentToRegionUbitUmarov2014-08-121-4/+3
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| * no need to go from cos into squared sin when just abs of cos is as goodUbitUmarov2014-08-121-5/+7
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| * force AgentUpdate after CompleteAgentMovement to pass by significance testUbitUmarov2014-08-121-5/+9
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* | Revert "make HandlerRegionHandshakeReply processing async and delay it a ↵Melanie Thielker2014-08-131-6/+2
|/ | | | | | | | | | bit. This" This reverts commit 30f00bfb14cce582382bd37b1e22062af664ec64. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
* actually let delay match throttles as original designUbitUmarov2014-08-101-11/+9
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* OutgoingPacketHandler can not be paced by hits on SendPacket()UbitUmarov2014-08-101-4/+8
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* also on other caseUbitUmarov2014-08-091-0/+11
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* return even zero costs ( prims on other regions )UbitUmarov2014-08-091-1/+1
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* move from RegisterInventoryServiceHandlers toUbitUmarov2014-08-091-9/+14
| | | | RegisterRegionServiceHandlers what belongs there ( readabilitly only )
* Reduce delay time on regin handshake reply to speed up terrain sending.Melanie Thielker2014-08-071-1/+1
| | | | Terrain IS more important than avatar!
* minor clean, dont check for cache if we aren't using it..UbitUmarov2014-08-071-82/+22
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* reply to cached checks with same serial numberUbitUmarov2014-08-071-3/+4
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* DANGER... changed bakedtextures caching. Assuming grid baking is cacheUbitUmarov2014-08-072-135/+99
| | | | only, reduced number of accesses to it. TESTING