| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |
| | |
| | |
| | |
| | | |
* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
|
| | |
| | |
| | |
| | |
| | |
| | | |
true/false on the name, rather than gridmode=true.
* Better error messages on Add/Remove clients.
|
| | |
| | |
| | |
| | | |
ForEach, which gets a copy of the Array. I think the ForEach was the big gorilla.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag
#13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
# at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491
# at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404
# at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164
# at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
|
| | |
| | |
| | |
| | | |
the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
|
|/ /
| |
| |
| |
| |
| | |
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well
* Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings
* Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
|
| |
| |
| |
| | |
* Crude prioritization hack
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
property and .Clear() method
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
|
| |
| |
| |
| |
| |
| |
| |
| | |
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
| |
| |
| |
| |
| |
| | |
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
|
| |
| |
| |
| |
| |
| |
| |
| | |
performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
|
| |
| |
| |
| |
| |
| |
| |
| | |
disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
|
| |
| |
| |
| | |
received
|
| |
| |
| |
| |
| |
| | |
should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients
* Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
|
| |
| |
| |
| | |
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
|
| |
| |
| |
| |
| |
| | |
the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be
* Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
(immutable != concurrent write safety)
* Allow the UDP server to bind to a user-specified port again
* Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
|
| |
| |
| |
| | |
will prevent any potential problems from inconsistency between the internal collections
|
|/ |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
#2009-10-08 12:58:34,462 ERROR - OpenSim.Application [APPLICATION]:
#APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs
#
#Exception: System.Exception: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendFirstPacket(LLClientView client) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 230
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendPackets(LLClientView client, Int32 maxpack) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 84
|
|
|
|
| |
one was too lax and made the important login packets fail.
|
|
|
|
| |
exceptions.
|
|
|
|
| |
to occur.
|
| |
|
| |
|
|
|
|
| |
This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
|
| |
|
|\ |
|
| |
| |
| |
| | |
is about half of the code base reviewed.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
SortedDictionary
* Changed the order of a log line from DotNetEngine so you can tell whether or not it is actually loading
|
| |
| |
| |
| |
| |
| |
| |
| | |
tests until a new test harness is written
* Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice
* Added documentation and cleanup, getting ready for the first public push
* Deleted an old LLUDP file
|
| |
| |
| |
| |
| |
| |
| | |
exceptions thrown in the async method
* Added packet stats handling to the new LLUDP implementation
* Attempting to avoid a race condition when creating a new LLUDPClient
|
| |
| |
| |
| |
| |
| |
| |
| | |
although not everything is reimplemented yet
* Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing
* Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively
* Fixed formatting for a MySQLAssetData error logging line
|
|\ \
| |/
| |
| | |
htb-throttle
|
| |
| |
| |
| | |
order of lock and try/catch in RemoveImageFromQueue.
|
| | |
|
|/ |
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
|\ \
| |/ |
|
| |
| |
| |
| |
| | |
* Moved all priority queue access to helper functions to improve reliability and readability
* New version of CSJ2K.dll (from libomv source tree) that fixes a JPEG2000 comment decoding bug
|