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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14 anni fa |
Teravus Ovares (Dan Olivares)
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8296413add
* Re-enable lightweight packet tracking stats on a 3000 ms interval.
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14 anni fa |
John Hurliman
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e6d7303b29
Applying #4332, optional packet statistics logging
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14 anni fa |
Melanie
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b6ea7c26ac
Refine oversized packet handling as per jhurliman. Reallocate the buffer to
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14 anni fa |
Melanie
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58be90d2b1
Add some length to the backet buffer for packet sending so oversize
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14 anni fa |
Melanie
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c6246050d9
Make the default and max RTO configurable int he linden client stack
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14 anni fa |
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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14 anni fa |
John Hurliman
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7965b6eb61
* Moving parcel media and avatar update packets from the unthrottled category to task
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14 anni fa |
John Hurliman
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a05c67bebb
* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll
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14 anni fa |
John Hurliman
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2913c24c8a
* Commented out two noisy debug lines in the LLUDP server
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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
John Hurliman
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ac0acb0296
* Changed the max RTO value to 60 seconds to comply with RFC 2988
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14 anni fa |
John Hurliman
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53bf479bab
Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal)
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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
John Hurliman
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bb4da417ad
Removing the Sleep(0) call from the OutgoingPacketHandler
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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |
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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14 anni fa |