| Commit message (Collapse) | Author | Files | Lines |
|
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
|
|
listeners, these are redundant. Replace a few magic numbers with FriendRights enum already used elsewhere.
|
|
caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
|
|
functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
|
|
require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
|
|
AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
|
|
For now on caps/EventQueue, and still only used on a material change...
|
|
to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
|
|
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
|
http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
|
|
|
|
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
|
monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
|
|
|
|
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
|
|
|
packet per prim. More to come as we change to make use of this.
|
|
without a getter
|
|
sends entity updates (including presence ones), not just prims.
|
|
|
|
This is moved into ScenePresence for now as a general facility
|
|
|
|
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
|
|
agent
|
|
|
|
|
|
|
|
If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
|
|
|
|
If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
|
|
more piece of data that seems to be required -- agent flags, which seem to be different in Viewer 2. WARNING: changes IClientAPI.
|
|
Often, by the time the UDPServer realizes that an entity update packet
has not been acknowledged, there is a newer update for the same entity
already queued up or there is a higher priority update that should be
sent first. This patch eliminates 1:1 packet resends for unacked entity
update packets. Insteawd, unacked update packets are decomposed into the
original entity updates and those updates are placed back into the
priority queues based on their new priority but the original update
timestamp. This will generally place them at the head of the line to be
put back on the wire as a new outgoing packet but prevents the resend
queue from filling up with multiple stale updates for the same entity.
This new approach takes advantage of the UDP nature of the Linden protocol
in that the intent of a reliable update packet is that if it goes
unacknowledge, SOMETHING has to happen to get the update to the client.
We are simply making sure that we are resending current object state
rather than stale object state.
Additionally, this patch includes a generalized callback mechanism so
that any caller can specify their own method to call when a packet
expires without being acknowledged. We use this mechanism to requeue
update packets and otherwise use the UDPServer default method of just
putting expired packets in the resend queue.
|
|
Often, by the time the UDPServer realizes that an entity update packet
has not been acknowledged, there is a newer update for the same entity
already queued up or there is a higher priority update that should be
sent first. This patch eliminates 1:1 packet resends for unacked entity
update packets. Insteawd, unacked update packets are decomposed into the
original entity updates and those updates are placed back into the
priority queues based on their new priority but the original update
timestamp. This will generally place them at the head of the line to be
put back on the wire as a new outgoing packet but prevents the resend
queue from filling up with multiple stale updates for the same entity.
This new approach takes advantage of the UDP nature of the Linden protocol
in that the intent of a reliable update packet is that if it goes
unacknowledge, SOMETHING has to happen to get the update to the client.
We are simply making sure that we are resending current object state
rather than stale object state.
Additionally, this patch includes a generalized callback mechanism so
that any caller can specify their own method to call when a packet
expires without being acknowledged. We use this mechanism to requeue
update packets and otherwise use the UDPServer default method of just
putting expired packets in the resend queue.
|
|
|
|
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
|
|
|
|
|
to the module
|
|
* Added Calculating Time Dilation in the OdePlubin
* When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise.
* Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
|
|
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
|
|
Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
|
|
Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
|
|
processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready."
This reverts commit 91b1d17e5bd3ff6ed006744bc529b53a67af1a64.
Conflicts:
OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|