Teravus Ovares (Dan Olivares)
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4ef8dc7d96
* Add some glue that allows LocalPacketHandlers to decide if they want the packet to be processed asynchronously or not.
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vor 14 Jahren |
Teravus Ovares (Dan Olivares)
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8296413add
* Re-enable lightweight packet tracking stats on a 3000 ms interval.
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vor 14 Jahren |
John Hurliman
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e6d7303b29
Applying #4332, optional packet statistics logging
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vor 14 Jahren |
Melanie
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b6ea7c26ac
Refine oversized packet handling as per jhurliman. Reallocate the buffer to
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vor 14 Jahren |
Melanie
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58be90d2b1
Add some length to the backet buffer for packet sending so oversize
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vor 14 Jahren |
Melanie
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c6246050d9
Make the default and max RTO configurable int he linden client stack
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vor 14 Jahren |
John Hurliman
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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)
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vor 14 Jahren |
John Hurliman
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7965b6eb61
* Moving parcel media and avatar update packets from the unthrottled category to task
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vor 14 Jahren |
John Hurliman
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a05c67bebb
* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll
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vor 14 Jahren |
John Hurliman
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2913c24c8a
* Commented out two noisy debug lines in the LLUDP server
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vor 14 Jahren |
Mikko Pallari
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8254256fe9
Modified visibilities of properties and methods. This is so that SL client based clients can use UDP server that is inherited from LLUDPServer.
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vor 14 Jahren |
John Hurliman
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f89c2cac0f
Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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4c45b5fd3c
Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been removed and several new parameters have been added to [ClientStack.LindenUDP]
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vor 14 Jahren |
John Hurliman
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37f7277378
Uncommented the resend log line so the previous commit can be seen in action
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vor 14 Jahren |
John Hurliman
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ac0acb0296
* Changed the max RTO value to 60 seconds to comply with RFC 2988
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vor 14 Jahren |
John Hurliman
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53bf479bab
Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal)
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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6492640e72
* Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue
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vor 14 Jahren |
John Hurliman
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4e04f6b3a5
* Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms
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vor 14 Jahren |
John Hurliman
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2752a3525c
* Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene
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vor 14 Jahren |
John Hurliman
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bb4da417ad
Removing the Sleep(0) call from the OutgoingPacketHandler
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vor 14 Jahren |
John Hurliman
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7ee422a344
* Handle UseCircuitCode packets asynchronously. Adding an agent to a scene can take several seconds, and was blocking up packet handling in the meantime
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vor 14 Jahren |
John Hurliman
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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
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vor 14 Jahren |
John Hurliman
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cde47c2b3d
Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle
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vor 14 Jahren |
John Hurliman
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45dc4e0a54
* Added a sanity check to GetScriptAssemblies() and GetScriptStates() for the case where no scripting engine is enabled
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vor 14 Jahren |