Commit History

Author SHA1 Message Date
  John Hurliman 36afd0bfd1 * Cache packed throttle data to avoid repeated allocations in CheckForSignificantMovement() 14 years ago
  Teravus Ovares (Dan Olivares) d4073d9bd5 * Fix Inconsistent line ending style in LLUDPClient 15 years ago
  Teravus Ovares (Dan Olivares) 4338f4e1d7 * Patch from Misterblue to fix Environment.TickCount for statistics purposes. Resolves the wrap-around of the 32 bit uint. 15 years ago
  Melanie c6246050d9 Make the default and max RTO configurable int he linden client stack 15 years ago
  John Hurliman 7965b6eb61 * Moving parcel media and avatar update packets from the unthrottled category to task 15 years ago
  John Hurliman c75d415648 * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode 15 years ago
  John Hurliman 2222172afa Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO() 15 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 15 years ago
  John Hurliman ac0acb0296 * Changed the max RTO value to 60 seconds to comply with RFC 2988 15 years ago
  John Hurliman 53bf479bab Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal) 15 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 15 years ago
  John Hurliman 4e04f6b3a5 * Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms 15 years ago
  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 15 years ago
  John Hurliman 2752a3525c * Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene 15 years ago
  John Hurliman 62f1bfd136 Testing out a hack to identify the source of the high cpu usage 15 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 15 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 15 years ago
  John Hurliman c0c845aea4 Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the same category 15 years ago
  John Hurliman cde47c2b3d Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle 15 years ago
  John Hurliman 45dc4e0a54 * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for the case where no scripting engine is enabled 15 years ago
  John Hurliman 1833c69568 * Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets 15 years ago
  John Hurliman d38f33736c * Removed the throttle speed optimizations to see if it brings stability back 15 years ago
  John Hurliman edd393ff30 Reverting the deletion of files related to texture sending until we figure out exactly what is and isn't needed 15 years ago
  John Hurliman 142008121e * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference 15 years ago
  John Hurliman 1bd9202f24 * Simplified the prioritization packet creation code to reduce CPU usage and increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge 15 years ago
  John Hurliman a18489dc9b * Change appearance packets from State to Task. This will hopefully fix the cloud issues 15 years ago
  John Hurliman 82012ec4e3 * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow more tweaking in the future 15 years ago
  John Hurliman 0d2e6463d7 * Minimized the number of times textures are pulled off the priority queue 15 years ago
  John Hurliman 4135b0c4dc * Split Task category into Task and State 15 years ago
  John Hurliman e8c1e69a0d * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count property and .Clear() method 15 years ago