aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ClientStack (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* Detect negative dripAmounts in TokenBuckets. These negatives result from ↵Diva Canto2011-02-091-0/+3
| | | | overflown integer operations. Also added Total to the scene throttles in show throttles.
* Don't build strings unless we're in emergency debugging.Diva Canto2011-02-081-8/+8
|
* Brute-force debug -- mantis #5365Diva Canto2011-02-082-3/+20
|
* Avoid potential race conditions on UseCircuitCode. I artificially made the ↵Diva Canto2011-02-081-23/+28
| | | | race condition happen, and got very similar results to those described in mantis #5365 -- no prims/avie sent back.
* Minor addition to the previous commitDiva Canto2011-02-081-3/+12
|
* Minor improvement to previous commit.Diva Canto2011-02-081-2/+4
|
* Added emergency monitoring of UDP Outgoing packets thread. Just type ↵Diva Canto2011-02-081-0/+100
| | | | "emergency-monitoring on/off"
* Hunting down mantis #5365Diva Canto2011-02-071-15/+30
| | | | | | Revert "refactor: remove redundant null checks" This reverts commit 6e58996b4d9db202cd7795a37bd687362effef48.
* Record number of resent packets in LindenUDP stack and display in stats reportJustin Clark-Casey (justincc)2011-02-022-3/+9
|
* Stop double counting dequeued packets for packets sent numberJustin Clark-Casey (justincc)2011-02-021-4/+5
| | | | This is already being incremented in LLUDPServer.SendPacketFinal for every packet
* Thank you, Goetz, for a patch to fix prim count display in cut regions.Melanie2011-01-281-1/+2
|
* implement "show throttles" command for showing current agent throttles and ↵Justin Clark-Casey (justincc)2011-01-212-3/+6
| | | | | | | | | the server settings. This is in a very crude state, currently. The LindenUDPModule was renamed LindenUDPInfoModule and moved to OptionalModules OptionalModules was given a direct reference to OpenSim.Region.ClientStack.LindenUDP so that it can inspect specific LindenUDP settings without having to generalize those to all client views (some of which may have no concept of the settings involved). This might be ess messy if OpenSim.Region.ClientStack.LindenUDP were a region module instead, like MXP, IRC and NPC
* Correct "show queues" to show queued packet numbers for each client instead ↵Justin Clark-Casey (justincc)2011-01-191-9/+9
| | | | | | of bytes. Byte amounts aren't actually available - this was a misunderstanding of TokenBucket.Content. But raw packet numbers are.
* force objectId to UUID.Zero for non-overridden animations in AvatarAnimation ↵dahlia2011-01-171-1/+4
| | | | packet
* Prune some of the excess logging for client logins.Justin Clark-Casey (justincc)2011-01-181-3/+3
| | | | Didn't touch the appearance related stuff.
* refactor: remove redundant null checksJustin Clark-Casey (justincc)2011-01-171-30/+15
|
* Fix UnackedBytes client stack statistic as seen in "show queues"Justin Clark-Casey (justincc)2011-01-172-3/+3
| | | | Bytes were being wrongly added again on a resend
* objectId in AvatarAnimation packet should be UUID.Zero for non-overridden ↵dahlia2011-01-171-2/+0
| | | | animations
* Commented a verbose Debug message in LLUDPServer that got uncommented at ↵Diva Canto2011-01-051-1/+1
| | | | some point.
* Implement SendPlacesReplyMelanie2010-12-301-0/+54
|
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2010-12-231-6/+12
|\
| * * Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)2010-12-231-6/+12
| | | | | | | | | | | | * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
* | 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
|
* 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
|\
| * 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
| |
* | Merge branch 'master-core' into mantis5110Jonathan Freedman2010-11-212-5/+23
|\ \ | |/
| * 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
| |
* | 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
| |
* | Merge branch 'master' into mantis5110Jonathan Freedman2010-10-301-0/+1
|\ \ | |/
| * 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
| |\
| | * 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.