| Commit message (Collapse) | Author | Age | Files | Lines |
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same category
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handling with an interruptible wait handle
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the case where no scripting engine is enabled
* Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
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being done for AgentUpdate packets
* Start LLUDPClients unpaused (this variable is not being used yet)
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* Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
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incoming packet handler
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out exactly what is and isn't needed
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based on something that could change
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
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and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
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* Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management)
* Added a debug line when resent packets are being sent
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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into prioritization
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prioritization
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debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
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This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
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into prioritization
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packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
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our own avatar is ready to send
* Reduce the scope of the locks when processing the update queues
* Reuse the ImprovedTerseObjectUpdate.RegionData block
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decoded to allow garbage collection on it
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* Handle the AgentFOV packet
* Bypass queuing and throttles for ping checks to make ping times more closely match network latency
* Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
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* Fixing a log message typo
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re-prioritizing updates
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Thank you, Fly-Man
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prioritization
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relogging.
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scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
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finer grained prioritization of avatars vs. prims
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RegionLoaded() a two line function
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a friendly error message and drop the packet
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increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge
* Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
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prioritization
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statement inside a try/catch. This statement times out for me very frequently
* More verbose logging when zerocoding fails on an outbound packet
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prioritization
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it will definitely get us closer to the root cause.
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cloud issues
* Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
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prioritization scheme
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prioritization
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RemoveFromPhysicalScene or we'll be leaking
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debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
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allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now.
* The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
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