| Commit message (Collapse) | Author | Age | Files | Lines |
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* User interface is ... primitive at best right now.
* Loads bans from bans.txt and region ban DB on startup, bans.txt is in the format of one per line. The following explains how they are read;
DNS bans are in the form "somewhere.com" will block ANY matching domain (including "betasomewhere.com", "beta.somewhere.com", "somewhere.com.beta") - make sure to be reasonably specific in DNS bans.
IP address bans match on first characters, so, "127.0.0.1" will ban only that address, "127.0.1" will ban "127.0.10.0" but "127.0.1." will ban only the "127.0.1.*" network
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additional locks to see if it fixes the problem.
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the session. Also allow multiple data blocks.
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figure
out where that pesky deadlock is during test runs.
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packet length check. More changes to come
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appear to be too slow to be useful, or fail too fire. I may remove the timers
as a consequence if this.
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at 1400 since the headers get added to that (32 bytes plus UDP headers)
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(From maximum 117kbit to 585kbit)
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the user
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TerseUpdatesPerPacket=10
FullUpdatesPerPacket=14
TerseUpdateRate=10
FullUpdateRate=14
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dropping.
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Don't allow packets to be resent before they have actually been sent for the
first time. Switch from serializing a packet to get it's length to the LibOMV
provided Length property. Fix resend timing. Fix the use of dangling references
to Acked packets. Fix the packet handler to play nice with the packet pool.
Fix the packet pool. Add data block recycling to the packet pool. Packet pool
is now ENABLED by default. Add config option to disable packet and data block
reuse. Add ObjectUpdate and ImprovedTerseObjectUpdate to the packets being
recycled.
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to recycley data blocs within a packet. Recycle the ObjectUpdate* data
blocks. Speeds up loading even more.
This may mean that the packet pool is now viable.
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performance patch.
Fixes Mantis #3562
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avatar updates into a single packet.
Applied with changes.
Fixes Mantis #3136
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packethandler still active
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version to REST/json statistics reporting
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Fixes Mantis #3497
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This causes a nullref we need to catch here.
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Following feedback from 0003440, i've made some changes to the new texture pipeline to optimise
performance. The changes are:
- Fixed a math issue where a small percentage of images with a certain size (on the packet boundary) would not have their final data delivered. This issue has been present since pre- 0003440
- It was suggested that a discardlevel of -1 and a prioriy of 0 meant to abandon the transfer, this is incorrect and caused some textures to clog.
- The texture throttle blocking queue is now only filled in relation to the actual throttle amount.. i.e, on a connection throttled to 300k, only twenty packets will be placed in the queue at a time, on a larger connection it will be much more. This is to balance responsiveness to requests and speed, and to minimise wasted packets.
- The engine now keeps track of the number of pending textures, and the stack will not be walked if there's no textures pending, saving CPU. Textures are only considered "pending" when they've already been decoded.
- As part of the above, some textures may receive twice as much data per cycle if the number of pending textures is below the cycle threshold, this should prevent loading from slowing down when there are fewer textures in the queue.
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This patch adds extended status reporting with the url
http://server:port/simstatusx/ [^] . The data is returned
in json format as "text/plain" type.
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actually being used.
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added
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avatar interests update.
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singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
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option at this point is going to give us a NullReferenceException
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probably just makes the decoder break somewhere else.
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files
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* Revamps the server side texture pipeline
* Textures should load faster, get clogged less, and be less blurry
* Minor tweak to ensure the outgoing texture throttle stays private.
* Fixes mantis 3440
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Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
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