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d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does."
This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3.
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d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.
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12995924052a1804f01dceb80803447fccc1d9fe
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cap is something other than "localhost". A new interface for handling
external caps is supported with an example implemented for Simian. The
only linden cap supporting this interface right now is the GetTexture
cap.
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service access capabilities. In conjunction with the corresponding Simian
updates, this enables explicit per-simulator capability-based access to
grid services. That enables grid owners to add or revoke access to the grid
on a simulator by simulator basis.
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HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does).
Only HG Visitors get this var, to avoid spamming local users.
The config var is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
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a linkset. Enables constraint based linksets.
Rename some internal variables to clarify whether values world or
vehicle relative.
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the simulator expects it (scaled to 100kg/m^3).
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reflect it is a timeout due to no data received rather than an ack issue.
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I accidentally left in a test line to force very quick client unack
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add this to the StatsManager
This reflects the actual use of this stat - it hasn't recorded general exceptions for some time.
Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
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OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly.
Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
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instead of "all" because some paths in the code assume there's a UUI in the RequestingAgent string.
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for group chat.
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handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
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or else they'll see an echo of their own messages after teleporting.
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join/drop appropriately, invitechatboxes.
The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
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1sec). Group chat is going over the EQ... Hopefully this won't increase CPU when there's nothing going on, but we need to watch for that.
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aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat.
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copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set)
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This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present.
Test fixed by adding this module to test setup
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though we specified jpg extention it was actually a png and thus confusing the viewer silently.
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week's SIMULATOR/0.1 protocol for now.
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These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
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because DisableSimulator is now being sent via UDP
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as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on:
- Child and root agents are only closed after 15 sec, maybe
- If the user comes back, they aren't closed, and everything is reused
- On the receiving side, clients and scene presences are reused if they already exist
- Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
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