Commit Graph

1310 Commits

Author SHA1 Message Date
John Hurliman
5145dfa53c * Removing the redundant SendPrimitiveTerseData.State field, it duplicates AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-09 17:13:56 -08:00
Justin Clark-Casey (justincc)
7f5d0a6735 Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim 2009-11-09 17:36:28 +00:00
Justin Clark-Casey (justincc)
1afe5a528c minor: remove some mono compiler warnings 2009-11-09 17:09:56 +00:00
Melanie
f8bcbe5492 remove the debug stuff 2009-11-08 22:39:00 +00:00
Melanie
aff5fe10b0 test commit with debug output per folder fetch. NOT FOR PRODUCTION, SPEWY 2009-11-08 22:29:36 +00:00
John Hurliman
6ed57814c1 * Clamp the CoarseLocationUpdate packet at a maximum of 60 positions per packet. This is a limitation of LLUDP, nothing we can really do about it
* Marking CoarseLocationUpdate as *not* zerocoded. Zerocoding can only save space when a packet contains three or more contiguous zeroes, and will use more space if it contains single zeroes randomly scattered through the packet (which is what you see when you send a long list of UUIDs)
2009-11-05 23:50:17 -08:00
John Hurliman
afef1ac191 Changing the AssetBase constructors to avoid initializing assets with an unknown asset type, and log an error if it ever does happen 2009-11-05 13:10:58 -08:00
John Hurliman
e6d7303b29 Applying #4332, optional packet statistics logging 2009-11-05 12:01:40 -08:00
Melanie
83b4b4440b Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
2009-11-05 02:09:07 +00:00
Melanie
30a2411e58 Separate folder and item limit for UDP inventory packets. Folder limit is
now 6, as before, item limit is 5. This should avoid most, if not
all, oversized packets.
2009-11-04 23:54:19 +00:00
Melanie
b6ea7c26ac Refine oversized packet handling as per jhurliman. Reallocate the buffer to
actual packet size only for oversized packets.
2009-11-04 23:12:56 +00:00
Melanie
58be90d2b1 Add some length to the backet buffer for packet sending so oversize
inventory packets don't make us barf
2009-11-04 22:47:40 +00:00
Melanie
535f4597c1 Add an overload to OutPacket as per jhurliman. Switch hacky workaround
for InventoryDescendents to the proper way
2009-11-04 04:36:19 +00:00
Melanie
cfcb5faa4e Bounce the pacjet items limit back up to 6 2009-11-04 04:09:46 +00:00
Melanie
5bcc02c97b Prevent autosplitting of inventory descendents packets. Also reduces the
number of items per packet to 5 to prevent asserts
2009-11-04 03:56:31 +00:00
Melanie
4d2ecd1236 Correctly set the totall number of descendents in inventory retrieval 2009-11-04 03:07:21 +00:00
Melanie
c72f78215b Backport the fixes to WebFetchInventoryDescendents to the UDP
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
2009-11-04 01:56:19 +00:00
Melanie
c6246050d9 Make the default and max RTO configurable int he linden client stack 2009-10-30 22:07:56 +00:00
Melanie
92f4835ba6 Convert the AvatarGroupsReply message to the event queue. 2009-10-30 19:54:56 +00:00
Melanie
39f95e8cf0 Add a using for OSD to the client view 2009-10-30 19:44:01 +00:00
John Hurliman
cb1492aaf0 Fixed a regression in SendAvatarGroupsReply() 2009-10-30 13:18:18 -07:00
John Hurliman
5d5d0e699a * Disables automatic packet splitting on AvatarGroupsReply packets. This packet is a mess and shouldn't be used at all (in favor of the event queue message)
* Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
2009-10-30 11:12:32 -07:00
John Hurliman
8a73dc0f8a * Fix for a potential race condition in ScenePresence.AbsolutePosition
* Unified the way region handles are stored and used in ScenePresence
* Fixed camera position for child agents
* CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization)
* Removing debug code from the previous commit
2009-10-30 03:01:15 -07:00
John Hurliman
7965b6eb61 * Moving parcel media and avatar update packets from the unthrottled category to task
* Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth
* Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
2009-10-30 00:43:46 -07:00
John Hurliman
a05c67bebb * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll
* Prints a warning for any future packet splitting failures
2009-10-30 00:08:41 -07:00
John Hurliman
2913c24c8a * Commented out two noisy debug lines in the LLUDP server
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29 15:24:31 -07:00
John Hurliman
1c9696a9d2 Always send a time dilation of 1.0 while we debug rubberbanding issues 2009-10-28 15:11:01 -07:00
John Hurliman
587c35f6b6 Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to test 2009-10-28 02:30:16 -07:00
Mikko Pallari
8254256fe9 Modified visibilities of properties and methods. This is so that SL client based clients can use UDP server that is inherited from LLUDPServer. 2009-10-28 00:41:13 -07:00
John Hurliman
f89c2cac0f Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks 2009-10-27 14:16:01 -07:00
John Hurliman
c75d415648 * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
2009-10-27 00:26:56 -07:00
John Hurliman
b6651ce790 * Double the priority on avatar bake texture requests to get avatars rezzing in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26 18:22:32 -07:00
John Hurliman
0b1726b524 Removing the ClientManager reference from IScene and hiding it entirely inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on 2009-10-26 16:48:43 -07:00
John Hurliman
4847e62e9f * Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
2009-10-26 16:33:04 -07:00
Dan Lake
ad624f703d ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0]; 2009-10-26 15:14:13 -07:00
John Hurliman
c04775bf68 Changed UseCircuitCode handling to be synchronous or asynchronous depending on the async_packet_handling config option, and added a debug log message when a UseCircuitCode packet is handled 2009-10-26 13:38:07 -07:00
John Hurliman
2222172afa Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO() 2009-10-26 11:28:02 -07:00
John Hurliman
730930955a Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff

* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()

* Improved the instantiation of PrimitiveBaseShape
2009-10-25 00:40:21 -07:00
John Hurliman
a41cd1d069 * Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
2009-10-23 13:14:29 -07:00
John Hurliman
4c45b5fd3c Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been removed and several new parameters have been added to [ClientStack.LindenUDP] 2009-10-23 10:35:47 -07:00
John Hurliman
37f7277378 Uncommented the resend log line so the previous commit can be seen in action 2009-10-23 01:33:43 -07:00
John Hurliman
ac0acb0296 * Changed the max RTO value to 60 seconds to comply with RFC 2988
* Implemented section 5.5, exponential backoff of the RTO after a resend
2009-10-23 01:33:05 -07:00
John Hurliman
53bf479bab Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal) 2009-10-23 01:11:40 -07:00
John Hurliman
588361e2a2 Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed 2009-10-23 01:02:36 -07:00
John Hurliman
b2ed348aa2 Implemented a Watchdog class. Do not manually create Thread objects anymore, use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated 2009-10-22 12:33:23 -07:00
Jeff Ames
d756fa01ae Add copyright header. Formatting cleanup. 2009-10-22 18:57:24 +09:00
John Hurliman
32ccd5bb40 * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-21 23:03:18 -07:00
John Hurliman
6492640e72 * Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
2009-10-21 18:03:41 -07:00
John Hurliman
4e04f6b3a5 * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms
* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
2009-10-21 17:02:55 -07:00
John Hurliman
b06f258319 * FireQueueEmpty now checks if a measurable amount of time has passed, and if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work
* Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
2009-10-21 16:21:08 -07:00