| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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list of preferred formats, though, technically, the sim would pick the first provided format the old way). This just makes it more obvious what's happening.
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on missing textures. It was just waiting and no event was being provided. This re-enables the 404 response.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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XBakes Module and service for full functionality. Previous no-cache functionality works without the service and module. In some ways, I would have been happier not putting an AssetBase in WearableCacheItem.. but turns out it was probably unavoidable. No additional locks, yay.
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Cached Bakes.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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/..../OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs:339
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
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* Last step is to flip the throttle distribution.
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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs
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* This still has the image throttler in it.. as is... so it's not suitable for live yet.... The throttler keeps track of the task throttle but doesn't balance the UDP throttle yet.
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PollServiceTextureEventArgs. Each poll service having it's own throttle member is more consistent with the model then the region module keeping track of all of them globally and better for locking too. The Poll Services object is not set static to handle multiple nearby regions on the same simulator.
Next step is hooking it up to HasEvents
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Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
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at any time and to drop requests for avatars n longer in the scene
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/VersionInfo.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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since viewers don't seem to handle that and keep retrying
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inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum.
This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
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is a bad folder. Don't even go to the backend to ask for it, because that will likely kill the sim. Apparently Firestorm requests folder Zero quite often.
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exception. Thanks for the line numbers in the exception trace.
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folders. Also fixing the inventory connector GetMultipleItems, so that if everything is in the cache, it returns successfully rather than unsuccessfully.
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connector. This fixed the problem on my local test grid and generally made things faster. This cache has been needed for a while... there are many parts in the code where the sim gets an item multiple times in a short amount of time (rezzing attachs and objects, for example).
Other minor changes:
- added the scene as a parameter to the constructor od FetchInvDescHandler, so that I could see in which scene the handler was being called
- brought linked items in linked folders back to being prefetched
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folders to go in the reply of the original request. At least my tests indicate that. Pushing this out, so that others who use linked folders a lot more can verify.
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09:38:40 - [LOGHTTP]: Slow handling of 15572 POST /CAPS/b12c7e98-8261-4953-b7d1-1c414c9893fc FetchInventory2 8acfbca3-13b5-434f-898c-5f4bbe8a76ff from 92.237.199.112:60083 took 62391ms
FetchInventory itself wasn't taking advantage of the new inventory API. This commit fixes that.
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removal. Also added test to check that duplicates are being removed. The test passes. I have no idea how duplicates would not be removed, as reported in the mantis.
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seems to be a separate issue from the duplicate folders.
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just in case mono has a bug in List<T>.Find, here is the Linq equivalent of distinct-ness.
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http://wiki.secondlife.com/wiki/Linden_Lab_Official:Inventory_API#Fetch_Inventory_Descendents
Also, consolidated the location of the files that handle inventory capabilities.
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inventory code in place. Cause: # of descendants was wrong.
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inventory links. Added yet another function to IInventoryService to get multiple items at once, so that fetching collections of linked items is done once per folder instead of once per item.
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protocol -- I don't see it here: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Inventory_API#Fetch_inventory_descendents
But who knows!
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request (see http://opensimulator.org/mantis/view.php?id=7054#c28297). This was throwing the new inventory download code off.
Firestorm also sends requests for folder UUID.Zero, which doesn't exist, but doesn't cause any problems either -- it just fails. I'm leaving the warning message for now, just to keep an eye on which folders can't be found, but may remove it in the future.
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related to previous commit.
See http://opensimulator.org/mantis/view.php?id=7054#c28282
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