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* Removed unused code -- this was the previous version of UDP texture sending, ↵Diva Canto2010-12-231-24/+16
| | | | which now lives entirely in LindenUDP space.
* * Adds AbortXfer to the ClientAPI mixTeravus Ovares (Dan Olivares)2010-12-211-0/+7
| | | | | | * 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.
* minor: 'debug packet' console command level <= 50 then don't log ↵Justin Clark-Casey (justincc)2010-12-171-5/+8
| | | | ImprovedTerseObjectUpdate messages
* Put in locks on m_killRecord to replace changed locks on ↵Justin Clark-Casey (justincc)2010-12-151-193/+200
| | | | | | | 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
* Another stab at #LoginLag. Looking forward to hear the feedback! This makes ↵Diva Canto2010-12-141-2/+23
| | | | updates for self movement as absolute top priority, going in to the unthrottled category. Self only, not other avies.
* Relax a highly constraining lock on m_entityUpdates that may be preventing ↵Diva Canto2010-12-141-126/+127
| | | | reprioritizations from actually happening. #LoginLag
* Revamp the viewer -> banlist packet processing so fix a number of bugs.Melanie2010-12-131-3/+7
| | | | | | | Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties method that takes a GroupPowers argument to specify what action is to be taken. Also, make the method to set parcel data much more granular. Permissions in a deeded setting should now work.
* It turns out that the 1/2 sec burst for prims download is not a bug, but a ↵Diva Canto2010-12-131-11/+2
| | | | | | | | feature of the client. The client sets the throttles in such a way that makes the server behave like that. The same happens in the Linden Grid. Revert "This may have been the biggest, baddest bug in OpenSim ever... confusion between bytes per second and bytes per millisecond." This reverts commit 870bbcfc6c264c515ac660837d16ccad4e59ac64.
* This may have been the biggest, baddest bug in OpenSim ever... confusion ↵Diva Canto2010-12-131-2/+11
| | | | between bytes per second and bytes per millisecond.
* Revert "Another stab at mantis #5256"Diva Canto2010-12-101-20/+19
| | | | This reverts commit ccb4f958c0dbb2daad4249a6b97d1c0b008b6a47.
* Another stab at mantis #5256Diva Canto2010-12-101-19/+20
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* Revert "A stab at mantis #5256. Separate ScenePresence updates from ↵Diva Canto2010-12-101-150/+128
| | | | | | SceneObject updates, and place them in different queues." This reverts commit f84905e2949d61239c8bff815f8061a9435c124c.
* A stab at mantis #5256. Separate ScenePresence updates from SceneObject ↵Diva Canto2010-12-101-128/+150
| | | | updates, and place them in different queues.
* Merge branch 'master-core' into mantis5110Jonathan Freedman2010-12-053-19/+50
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| * Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)2010-12-023-19/+28
| | | | | | | | | | | | | | | | If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately. Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates. In tests, this doesn't appear to affect performance. There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
| * minor: add some method docJustin Clark-Casey (justincc)2010-12-022-0/+22
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* | Merge branch 'master-core' into mantis5110Jonathan Freedman2010-11-212-5/+23
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| * add "Unacked bytes" column to "show queues"Justin Clark-Casey (justincc)2010-11-171-1/+2
| | | | | | | | This should show the number of bytes sent to the client that it has not yet acknowledged.
| * Fix "show queues" console commandJustin Clark-Casey (justincc)2010-11-171-3/+19
| | | | | | | | | | For each agent, this command shows how many packets have been sent/received and how many bytes remain in each of the send queues (resend, land, texture, etc.) Sometimes useful for diagnostics
| * Fix gesture and viewer preview sounds not playingMelanie2010-11-171-2/+3
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* | Merge https://github.com/opensim/opensim into mantis5110Jonathan Freedman2010-11-212-4/+5
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * provide avatar name in log if an exception ends up at the top of an async ↵Justin Clark-Casey (justincc)2010-11-121-2/+3
| | | | | | | | packet processing stack
| * Formatting cleanup.Jeff Ames2010-11-081-2/+2
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* | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-301-0/+1
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| * Fix logins and avatar appearance. Contains a Migration. May contain nuts.Melanie2010-10-301-0/+1
| | | | | | | | | | | | This will cause visual params to be persisted along with worn items. With this, alpha and tattoo laters will be saved. Multiple layers MAY work, but not tested because I don't use Viewer 2.
* | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-302-7/+16
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-10-301-1/+1
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| | * Set async_packet_handling = true by defaultJustin Clark-Casey (justincc)2010-10-301-1/+1
| | | | | | | | | | | | | | | | | | Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously. Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably. Of course, a lot of login lag is still coming from other sources.
| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-10-301-2/+8
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| * | READ CAREFULLY!!! This is a BROKEN commit. It is UNTESTED and INCOMPLETE.Melanie2010-10-301-6/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | It contains a major interface version bump and will NOT work with earlier grid services. This is preliminary work that will lead to layers support. Rest appearance services are commented out completely, they will have to be adapted by someone who actually uses them. Remote admin is working, but has no layers support. There is no layers support in the database. Login likely won't work. You have been warned.
* | | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-291-2/+8
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| * | Merge branch 'justincc-dev'Justin Clark-Casey (justincc)2010-10-291-2/+8
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| | * Add number of ms it takes to complete UseCircuitCode packet handling to log ↵Justin Clark-Casey (justincc)2010-10-291-2/+8
| | | | | | | | | | | | for diagnostics
| * | Merge branch 'dev-appearance'Melanie2010-10-291-4/+4
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* | | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-291-4/+4
|\ \ \ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * \ \ Merge branch 'opensim-master' into dev-appearanceMaster ScienceSim2010-10-281-1/+1
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| | * Revert "Merge remote branch 'otakup0pe/mantis5110'"Justin Clark-Casey (justincc)2010-10-221-1/+1
| |/ |/| | | | | | | This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
| * Major refactoring of appearance handling.Master ScienceSim2010-10-201-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | AvatarService -- add two new methods, GetAppearance and SetAppearance to get around the lossy encoding in AvatarData. Preseve the old functions to avoid changing the behavior for ROBUST services. AvatarAppearance -- major refactor, moved the various encoding methods used by AgentCircuitData, ClientAgentUpdate and ScenePresence into one location. Changed initialization. AvatarAttachments -- added a class specifically to handle attachments in preparation for additional functionality that will be needed for viewer 2. AvatarFactory -- removed a number of unused or methods duplicated in other locations. Moved in all appearance event handling from ScenePresence. Required a change to IClientAPI that propogated throughout all the IClientAPI implementations.
* | Merge remote branch 'otakup0pe/mantis5110'Justin Clark-Casey (justincc)2010-10-221-1/+1
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| * | * change the data exchanged within hypergrid transactionsJonathan Freedman2010-10-211-1/+1
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* | Deleted a verbose and unneeded log message.Diva Canto2010-10-211-1/+1
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* Fix a comment markerMelanie2010-10-041-1/+1
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* Add linden prim renderer and update libOMVMelanie2010-10-041-16/+31
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* Send kill packets for avatars, tooMelanie2010-09-171-0/+4
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* Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)2010-09-173-2/+17
| | | | | | | | | Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
* extend m_entityUpdates.SyncRoot lock in LLClientView.ProcessEntityUpdates() ↵Justin Clark-Casey (justincc)2010-09-151-49/+49
| | | | | | | | | to reduce scope for kill/update race conditions This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks However, evidence suggests that there is still a kill/update race somewhere
* Improve generic message exception logging. Quieten down complaints about ↵Justin Clark-Casey (justincc)2010-09-131-2/+4
| | | | unhandled GenericMessages
* Add client name to packet resend log messages to make them a bit more ↵Justin Clark-Casey (justincc)2010-09-131-3/+7
| | | | informative
* MergedJohn Hurliman2010-09-121-132/+129
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| * Formatting cleanup.Jeff Ames2010-09-121-132/+129
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