| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
|
|\ |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
packet. This is a limitation of LLUDP, nothing we can really do about it
* Marking CoarseLocationUpdate as *not* zerocoded. Zerocoding can only save space when a packet contains three or more contiguous zeroes, and will use more space if it contains single zeroes randomly scattered through the packet (which is what you see when you send a long list of UUIDs)
|
| |
| |
| |
| | |
unknown asset type, and log an error if it ever does happen
|
| | |
|
|/ |
|
|
|
|
|
| |
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
|
|
|
|
|
| |
now 6, as before, item limit is 5. This should avoid most, if not
all, oversized packets.
|
|
|
|
| |
actual packet size only for oversized packets.
|
|
|
|
| |
inventory packets don't make us barf
|
|
|
|
| |
for InventoryDescendents to the proper way
|
| |
|
|
|
|
| |
number of items per packet to 5 to prevent asserts
|
| |
|
|
|
|
|
|
|
| |
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
packet is a mess and shouldn't be used at all (in favor of the event queue message)
* Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
|
|
|
|
|
|
|
| |
* Unified the way region handles are stored and used in ScenePresence
* Fixed camera position for child agents
* CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization)
* Removing debug code from the previous commit
|
|
|
|
|
|
|
| |
category to task
* Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth
* Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
|
|
|
|
| |
* Prints a warning for any future packet splitting failures
|
|
|
|
| |
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
|
| |
|
| |
|
|
|
|
| |
based clients can use UDP server that is inherited from LLUDPServer.
|
|
|
|
| |
always leave a worker thread available for other tasks
|
|
|
|
|
|
| |
to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
|
|
|
|
|
|
| |
in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
|
|
|
|
| |
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
|
|
|
|
|
|
|
|
| |
or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
|
|
|
|
| |
list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
|
|
|
|
| |
on the async_packet_handling config option, and added a debug log message when a UseCircuitCode packet is handled
|
|
|
|
| |
LLUDPClient.BackoffRTO()
|
|
|
|
|
|
|
|
|
|
| |
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff
* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()
* Improved the instantiation of PrimitiveBaseShape
|
|
|
|
|
|
|
| |
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
|
|
|
|
| |
removed and several new parameters have been added to [ClientStack.LindenUDP]
|
| |
|
|
|
|
| |
* Implemented section 5.5, exponential backoff of the RTO after a resend
|
|
|
|
| |
setting throttles (normal)
|
|
|
|
| |
avoiding locking and copying the list each time it is accessed
|
|
|
|
| |
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
| |
|
|
|
|
|
|
| |
Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
|
|
|
|
|
|
|
| |
empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
|
|
|
|
|
|
|
| |
upped it to 30ms
* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
|
|
|
|
|
|
| |
if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work
* Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
|