| Commit message (Collapse) | Author | Age | Files | Lines |
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client a kick message with that reason, in case it is somehow still listening.
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available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
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Robust.HG.ini
Thanks to Ai Austin for the spot.
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LSL where these aren't evaluated propertly."
This reverts commit a8a9d13dc07bc9e23ebf439cbea5ece6ae002315.
Accidentally committed, this patch might not be the correct approach.
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where these aren't evaluated propertly.
Addresses http://opensimulator.org/mantis/view.php?id=3268
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Conflicts:
OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
OpenSim/Services/Connectors/Simulation/SimulationDataService.cs
OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
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llTeleportAgentGlobalCoords. These do NOT use PERMISSION_TELEPORT like
their SL counterparts because that permission is not yet understood by TPVs
based on v1.x.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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shape, etc.) by default in grid mode.
This only affects avatars created through the "create user" console command or createuser XMLRPC.
This matches the default setting for standalone
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json stats from working
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duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
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check the IsLoggingOut flag instead.
This is slightly better thread-race wise
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than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
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nor client are ever null.
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rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
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This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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Also change code to grab the agent asset transaction module once.
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Add missing reference to System.Core
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
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while the avatar is logging in or out.
Also remove some unlocking calls without matching locking call. Merge
artefact cleanup, again.
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to a non-programmer and insufficient for a programmer.
Add commented debug output and data collection to troubleshoot
future locking issues.
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up the sound pipeline in the viewer.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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module
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name and make it easier to distinguish between map image modules.
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we've finished with them.
This might help with memory leakage issues though I suspect it won't.
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