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2011-04-22Added a second immediate queue to be used for the BestAvatar policyMic Bowman1-4/+30
and currently used for all of an avatars attachments by the other policies. Also changed the way items are pulled from the update queues to bias close objects even more.
2011-04-22Set the initial rate for the adaptive throttle to 160KpbsMic Bowman1-4/+6
or about 15 packets per second.
2011-04-22Various clean ups. Removed some debugging code. Added a new "show pqueues"Mic Bowman3-25/+107
command to look at the entity update priority queue. Added a "name" parameter to show queues, show pqueues and show throttles to look at data for a specific user.
2011-04-21Add some locking on the child list for the token bucketMic Bowman1-15/+22
hiearchy. A few other cosmetic changes.
2011-04-21Refactor UnackedPacketCollection so ProcessQueues will handle Adds, Acks, ↵Dan Lake2-26/+34
and Removes in that order.
2011-04-21Added ability to remove unacked packet from UnackedPacketCollection without ↵Dan Lake2-2/+38
an acknowledgement from the network. This prevents RTT and throttles from being updated as they would when an ACK is actually received. Also fixed stats logging for unacked bytes and resent packets in this case.
2011-04-20bug fix. Now when an unacked update packet is handled through ↵Dan Lake3-16/+25
ResendPrimUpdates, it is removed from the UnackedPacketCollection.
2011-04-20Added an "immediate" queue to the priority queue. This isMic Bowman2-247/+2
per Melanie's very good suggestion. The immediate queue is serviced completely before all others, making it a very good place to put avatar updates & attachments. Moved the priority queue out of the LLUDP directory and into the framework. It is now a fairly general utility.
2011-04-20Adds the first pass at an adaptive throttle to slow start newMic Bowman4-18/+95
clients. If the sent packets are ack'ed successfully the throttle will open quickly up to the maximum specified by the client and/or the sims client throttle. This still needs a lot of adjustment to get the rates correct.
2011-04-19fix meshing failure on sculpt maps smaller than 64x64dahlia1-3/+10
2011-04-20Get Viewer 2 voice working with OpenSim.Justin Clark-Casey (justincc)1-13/+66
See http://opensimulator.org/mantis/view.php?id=5336 It turns out that viewer 2 was upset by the lack of a response to viv_watcher.php. This would send it into a continuous login loop. Viewer 1 was quite happy to ignore the lack of response. This commit puts in the bare minimum 'OK' message in response to viv_watcher.php. This allows viewer 2 voice to connect and appears to work. However, at some point we need to fill out the watcher response, whatever that is.
2011-04-19Clean up freeswitch config to what is currently required. Add explanation ↵Justin Clark-Casey (justincc)1-13/+15
to config parameters. Clean up some log messages.
2011-04-19Converted the property request queue to use the same retransmissionMic Bowman1-23/+52
mechanism as the entity update queues.
2011-04-19Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake3-54/+112
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-18Requeue unacknowledged entity updates rather than resend then "as is".Dan Lake3-54/+112
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
2011-04-18Move mesh on/off swtich from [Startup] to [Mesh] in anticipation of future ↵Justin Clark-Casey (justincc)3-8/+12
config parameters. Default remains true. OpenSimDefault.ini changed so if you haven't overriden this switch then you don't need to do anything.
2011-04-18bump default IAR version to 0.2 and 1.1 for the --profile version.Justin Clark-Casey (justincc)1-2/+2
There are no changes in this bump, they just signal a point at which the control file comes first in the archive.
2011-04-18bump oar version number to 0.6.Justin Clark-Casey (justincc)1-1/+1
This commit contains no data changes - the version bump is to establish a version at which the control file must come first in the archive.
2011-04-18Add regression test to check that OARs start with the control file.Justin Clark-Casey (justincc)3-9/+21
2011-04-18add test to ensure that an IAR starts with the control fileJustin Clark-Casey (justincc)2-11/+39
2011-04-18refactor: split out the code which actually copies a particular bundle to ↵Justin Clark-Casey (justincc)1-106/+115
inventory
2011-04-18refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)3-3/+20
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
2011-04-18Fix bug where objects were being coalesced in the wrong positions.Justin Clark-Casey (justincc)1-2/+2
This addresses http://opensimulator.org/mantis/view.php?id=5441 The bug was due to a pre-existing mistake in creating the inventory stored position
2011-04-18Provide a configuration setting to control whether multiple taken objects ↵Justin Clark-Casey (justincc)2-15/+47
are coalesced to inventory This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini Default is true.
2011-04-15Remove the call to remove tokens from the parent. Under heavy loadMic Bowman2-5/+14
this appears to cause problems with the system timer resolution. This caused a problem with tokens going into the root throttle as bursts leading to some starvation. Also changed EnqueueOutgoing to always queue a packet if there are already packets in the queue. Ensures consistent ordering of packet sends.
2011-04-15Fixes mantis #5431 -- coalesced objects in HG-enabled regions. Needs more ↵Diva Canto2-25/+12
testing to make sure HG inventory isn't broken by this (it shouldn't).
2011-04-15refactor: separate out code that adds permissionsJustin Clark-Casey (justincc)1-42/+59
2011-04-15minor: remove a small amount of code duplicationJustin Clark-Casey (justincc)1-4/+3
2011-04-15refactor: split out some rez code into a separate CreateItemForObject() methodJustin Clark-Casey (justincc)1-143/+159
2011-04-14Add ColladaMesh switchBlueWall2-3/+21
2011-04-15get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)7-15/+15
2011-04-15remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)1-1/+3
2011-04-15extend TestLoadCoalesecedItem() to check loaded object ids and positionsJustin Clark-Casey (justincc)1-1/+7
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)5-32/+90
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-14implement stub TestLoadCoalesecedItem(). Doesn't do what it's meant to do yet.Justin Clark-Casey (justincc)2-4/+48
2011-04-14simplify InventoryArchiveTestCase setupJustin Clark-Casey (justincc)1-18/+2
2011-04-14simplify TestSaveItemToIarV0_1()Justin Clark-Casey (justincc)1-18/+2
2011-04-14simplify TestRezObject()Justin Clark-Casey (justincc)1-17/+1
2011-04-14Make scene object parts created by the test utils unit sized.Justin Clark-Casey (justincc)1-3/+1
2011-04-14simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)2-41/+20
this change makes it possible to set an absolute position on a group before it is put into a scene.
2011-04-13Comment out the warning if the prioritizer runs without a fullyMic Bowman1-1/+5
initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet...
2011-04-13remove packet monitoring debugging codeMic Bowman1-116/+2
2011-04-13Fixed the update of items in the priority queue to enable bothMic Bowman2-7/+16
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-13fixed a couple bugs with the property queuesMic Bowman1-1/+37
2011-04-13First pass at moving object property requests into a queue similarMic Bowman7-177/+235
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-13New tokenbucket algorithm. This one provides fair sharing of the queuesMic Bowman4-145/+259
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
2011-04-13Use common coalesced serialization code for both tests and the ↵Justin Clark-Casey (justincc)1-54/+13
InventoryAccessModule. Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
2011-04-13Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)3-5/+24
bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
2011-04-13refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)3-16/+39
CoalescedSceneObjects from the serializer.
2011-04-13Fix bug where rezzing coalesced objects would give all objects the same name ↵Justin Clark-Casey (justincc)2-7/+11
as the item. This now only happens for the first object (which was the item selected last when the coalesce was originally taken) This matches the expected behaviour of the environment as seen on the Linden Labs grid.