| Commit message (Collapse) | Author | Age | Files | Lines |
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it fails.
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it was _way_ too low and is probably making writes abort in the middle.
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usual way
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them if fail.
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attach) work well again.
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Addresses http://opensimulator.org/mantis/view.php?id=5444
Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct.
This did not effect scripts.
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the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
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quite some time.
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speed with 0.7.x.
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do not receive this velocity.
This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution.
This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457
The bug was introduced in commit 3ba5eeb
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allowed at login and HG-login times. NOTE: additional (optional) configuration variables in [LoginService] and [GatekeeperService]. See .examples.
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when velocity is unchanged
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BestAvatarResponsiveness prioritizer.
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agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
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limits because the only ones used now are the defaults (which are overwritten
by the client throttles anyway). Updated the default rates to correspond to
about 350kbps.
Also added a configuration to disable adaptive throttle. The default
is the previous behavior (no adaptation).
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of not all prims being sent without reprioritization.
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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.
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or about 15 packets per second.
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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.
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queuetest
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and Removes in that order.
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hiearchy. A few other cosmetic changes.
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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.
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ResendPrimUpdates, it is removed from the UnackedPacketCollection.
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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.
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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.
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mechanism as the entity update queues.
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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.
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http://opensimulator.org/mantis/view.php?id=5440 )
Fixing everything here (I think) except the per-region config. That's next.
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