John Hurliman
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36afd0bfd1
* Cache packed throttle data to avoid repeated allocations in CheckForSignificantMovement()
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14 years ago |
Teravus Ovares (Dan Olivares)
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d4073d9bd5
* Fix Inconsistent line ending style in LLUDPClient
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15 years ago |
Teravus Ovares (Dan Olivares)
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4338f4e1d7
* Patch from Misterblue to fix Environment.TickCount for statistics purposes. Resolves the wrap-around of the 32 bit uint.
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15 years ago |
Melanie
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c6246050d9
Make the default and max RTO configurable int he linden client stack
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15 years ago |
John Hurliman
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7965b6eb61
* Moving parcel media and avatar update packets from the unthrottled category to task
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15 years ago |
John Hurliman
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c75d415648
* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode
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15 years ago |
John Hurliman
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2222172afa
Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO()
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15 years ago |
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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15 years ago |
John Hurliman
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ac0acb0296
* Changed the max RTO value to 60 seconds to comply with RFC 2988
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15 years ago |
John Hurliman
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53bf479bab
Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal)
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15 years ago |
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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15 years ago |
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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15 years ago |
John Hurliman
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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
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15 years ago |
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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15 years ago |
John Hurliman
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62f1bfd136
Testing out a hack to identify the source of the high cpu usage
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15 years ago |
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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15 years ago |
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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15 years ago |
John Hurliman
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c0c845aea4
Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the same category
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15 years ago |
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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15 years ago |
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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15 years ago |
John Hurliman
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1833c69568
* Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets
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15 years ago |
John Hurliman
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d38f33736c
* Removed the throttle speed optimizations to see if it brings stability back
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15 years ago |
John Hurliman
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edd393ff30
Reverting the deletion of files related to texture sending until we figure out exactly what is and isn't needed
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15 years ago |
John Hurliman
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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
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15 years ago |
John Hurliman
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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
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15 years ago |
John Hurliman
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a18489dc9b
* Change appearance packets from State to Task. This will hopefully fix the cloud issues
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15 years ago |
John Hurliman
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82012ec4e3
* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow more tweaking in the future
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15 years ago |
John Hurliman
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0d2e6463d7
* Minimized the number of times textures are pulled off the priority queue
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15 years ago |
John Hurliman
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4135b0c4dc
* Split Task category into Task and State
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15 years ago |
John Hurliman
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e8c1e69a0d
* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count property and .Clear() method
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15 years ago |