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path: root/OpenSim/Region/ClientStack/ClientView.cs (follow)
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* * Clean up LIBRARY INVENTORY messagesJustin Clarke Casey2008-02-131-4/+4
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* * various minuscule code convention conformance fixeslbsa712008-02-121-1/+2
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* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+1
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-101-1/+19
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* * Refactored permissions handling to extract info out of permisisons block ↵lbsa712008-02-101-32/+36
| | | | | | | | in ClientView * Changed some uint constants to Enum values
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-2/+2
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* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-091-2/+12
| | | | | | * Made Estate tools work for estate managers without needing to request admin status First * Added code to make the Simulator version to be reported in the About box of the client
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-091-4/+4
| | | | | | | | | memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-081-2/+10
| | | | light verbosity to this end
* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-071-3/+10
| | | | | | | | | * ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
* * Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2008-02-061-0/+5
| | | | | | | | client logout * This code may or may not be on the right track, but I want to save my work so far.
* Converted logging to use log4net.Jeff Ames2008-02-051-42/+44
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Refactored the sound calls to SceneObjectPart Teravus Ovares2008-02-051-7/+23
| | | | | | * Fixed a few bugs * Wrote an example module to make certain event systems more mature.
* Patch from mikkopa/_someone Thanks! adds support for llPreloadSound, ↵Teravus Ovares2008-02-041-0/+14
| | | | | | | llTriggerSound, llPlaySound, llPreloadSound. * Time to make music boxes?
* First part of avatar persistence, currently only really works in standalone ↵MW2008-02-041-0/+1
| | | | | | | | | mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
* * Whole buncha stuff.Adam Frisby2008-02-041-0/+17
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* Implements LSL function llDialog().alondria2008-02-021-1/+36
| | | | | The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
* * Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares2008-02-021-1/+18
| | | | break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
* * Added a try/catch handler around childdataupdates because the enumeration ↵Teravus Ovares2008-01-261-0/+1
| | | | is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-221-7/+22
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* Check if remote simulator is up before attempting teleport. Teleport to a ↵Brian McBee2008-01-201-2/+2
| | | | remote region should now fail gracefully if remote simulator is down.
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-161-7/+7
| | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-161-1/+2
| | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
* * fixed a race condition where several UDP-generated threads would collide ↵lbsa712008-01-161-19/+18
| | | | | | | on accessing AckList * introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
* * Reverted bugfx that really should go into separate commitlbsa712008-01-161-18/+19
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* * More work on getting the database framework to actually worklbsa712008-01-161-19/+18
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* * Fix for: http://opensimulator.org/mantis/view.php?id=358Teravus Ovares2008-01-161-2/+13
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* * Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares2008-01-161-0/+30
| | | | | | | SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
* * Mother of all commits:Adam Frisby2008-01-151-3/+3
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * Trying something to see if it helps teleports and border crossingsTeravus Ovares2008-01-121-3/+7
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* * Removed superfluous and erroneous perms check on parts.lbsa712008-01-081-392/+390
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* * Heavy refactoring of MultipleObjUpdate flow for readabilitylbsa712008-01-081-117/+106
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* * Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares2008-01-051-3/+3
| | | | | | | are most definitely handled. * My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
* Inventory subfolders working again in grid mode.Brian McBee2008-01-051-56/+58
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* * Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares2008-01-041-8/+27
| | | | | | | card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
* Reduce maximum number of items in an inventory packet to approximate Linden ↵Justin Clarke Casey2008-01-031-3/+3
| | | | servers count, to see if this solves Ursula's inventory problem
* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-031-68/+64
| | | | code. Let me know by IRC if there are other problems
* * Trying to address TextureSender issueslbsa712008-01-021-5/+0
| | | | | | * The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present * introduced some TryGetValue and various code convention stuff
* * Re-wrote IM that sends the friend request so that it displays the name of ↵Teravus Ovares2008-01-021-1/+1
| | | | the person who sent the request, or (hippos) if it can't find it.
* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-011-0/+37
| | | | | | | | simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-90/+88
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Applied Melanie's same instance IM fix. This will make IMs work within ↵Teravus Ovares2007-12-301-1/+12
| | | | the same OpenSim Instance.
* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-281-7/+12
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-281-78/+97
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Patch from Melanie. Thanks Melanie!Teravus Ovares2007-12-281-2/+2
| | | | | | | | | * This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache. * Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one. * It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed. * The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files. * It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-281-1/+16
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* * Optimized usingslbsa712007-12-271-173/+205
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-271-1/+1
| | | | | | | * PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
* * Added slightly better object sit handlingTeravus Ovares2007-12-271-86/+96
| | | | | | | | * Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
* FOR http://opensimulator.org/mantis/view.php?id=226 I have a theory that an ↵Justin Clarke Casey2007-12-241-16/+28
| | | | | | | | | | inventory descendents packet which exceeds a certain size is not being received by the client due to something in the network constraining the maximum UDP packet size. This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20. If I'm wrong I'll go back and correct the comments.