John Hurliman
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36afd0bfd1
* Cache packed throttle data to avoid repeated allocations in CheckForSignificantMovement()
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vor 14 Jahren |
Teravus Ovares (Dan Olivares)
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d4073d9bd5
* Fix Inconsistent line ending style in LLUDPClient
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vor 15 Jahren |
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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vor 15 Jahren |
Melanie
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c6246050d9
Make the default and max RTO configurable int he linden client stack
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vor 15 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 15 Jahren |
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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vor 15 Jahren |
John Hurliman
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2222172afa
Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO()
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vor 15 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 15 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 15 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 15 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 15 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 15 Jahren |
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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vor 15 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 15 Jahren |
John Hurliman
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62f1bfd136
Testing out a hack to identify the source of the high cpu usage
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vor 15 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 15 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 15 Jahren |
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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vor 15 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 15 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 15 Jahren |
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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vor 15 Jahren |
John Hurliman
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d38f33736c
* Removed the throttle speed optimizations to see if it brings stability back
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vor 15 Jahren |
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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vor 15 Jahren |
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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vor 15 Jahren |
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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vor 15 Jahren |
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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vor 15 Jahren |
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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vor 15 Jahren |
John Hurliman
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0d2e6463d7
* Minimized the number of times textures are pulled off the priority queue
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vor 15 Jahren |
John Hurliman
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4135b0c4dc
* Split Task category into Task and State
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vor 15 Jahren |
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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vor 15 Jahren |