Commit History

Author SHA1 Message Date
  Teravus Ovares (Dan Olivares) 4ef8dc7d96 * Add some glue that allows LocalPacketHandlers to decide if they want the packet to be processed asynchronously or not. 14 years ago
  Teravus Ovares (Dan Olivares) 8296413add * Re-enable lightweight packet tracking stats on a 3000 ms interval. 14 years ago
  John Hurliman e6d7303b29 Applying #4332, optional packet statistics logging 14 years ago
  Melanie b6ea7c26ac Refine oversized packet handling as per jhurliman. Reallocate the buffer to 14 years ago
  Melanie 58be90d2b1 Add some length to the backet buffer for packet sending so oversize 14 years ago
  Melanie c6246050d9 Make the default and max RTO configurable int he linden client stack 14 years ago
  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) 14 years ago
  John Hurliman 7965b6eb61 * Moving parcel media and avatar update packets from the unthrottled category to task 14 years ago
  John Hurliman a05c67bebb * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll 14 years ago
  John Hurliman 2913c24c8a * Commented out two noisy debug lines in the LLUDP server 14 years ago
  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. 14 years ago
  John Hurliman f89c2cac0f Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks 14 years ago
  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 14 years ago
  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 14 years ago
  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 14 years ago
  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 14 years ago
  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 14 years ago
  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] 14 years ago
  John Hurliman 37f7277378 Uncommented the resend log line so the previous commit can be seen in action 14 years ago
  John Hurliman ac0acb0296 * Changed the max RTO value to 60 seconds to comply with RFC 2988 14 years ago
  John Hurliman 53bf479bab Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal) 14 years ago
  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 14 years ago
  John Hurliman 6492640e72 * Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue 14 years ago
  John Hurliman 4e04f6b3a5 * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms 14 years ago
  John Hurliman 2752a3525c * Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene 14 years ago
  John Hurliman bb4da417ad Removing the Sleep(0) call from the OutgoingPacketHandler 14 years ago
  John Hurliman 7ee422a344 * Handle UseCircuitCode packets asynchronously. Adding an agent to a scene can take several seconds, and was blocking up packet handling in the meantime 14 years ago
  John Hurliman 9178537e94 * Replaced the UnackedPacketCollection with a lockless implementation. The tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless 14 years ago
  John Hurliman cde47c2b3d Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle 14 years ago
  John Hurliman 45dc4e0a54 * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for the case where no scripting engine is enabled 14 years ago