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path: root/OpenSim/Region/ClientStack/ClientView.cs (follow)
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* * Converted the last of the events to the private delegate instance method ↵Teravus Ovares2008-02-221-2/+4
| | | | to avoid race conditions.
* * Implement packet queue statisticsJustin Clarke Casey2008-02-221-1/+1
| | | | | | | | | * This will show the packets waiting in each queue for each client logged into a region server * These are displayed using 'show stats' on the region command line * This is in pursuit of a memory leak. * This will require a prebuild
* fixed it so that the different types of trees now work (show up in the ↵MW2008-02-221-1/+5
| | | | clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
* * Relative large ClientView refactoring of packet Events into .Net ↵Teravus Ovares2008-02-221-256/+686
| | | | recommended format.
* * Fixed an issue where the client thread was aborted before the UDP server ↵Teravus Ovares2008-02-211-4/+11
| | | | | | | sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread) * This update might make things better, it might expose another issue.
* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-211-0/+1
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* * Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares2008-02-201-12/+69
| | | | Groups Module, made it shared to save on threads.
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-201-1/+1
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* Playing "Name that thread". Adding names and isbackground=true to all ↵Tedd Hansen2008-02-191-0/+1
| | | | threads so it will be easier to debug.
* * Since default loglevel is debug, I'm commenting out the resending x packet ↵Teravus Ovares2008-02-181-2/+2
| | | | lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
* * Putting the resending x packet into debug mode only. Set your loglevel ↵Teravus Ovares2008-02-181-1/+1
| | | | to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
* * Added /even more/ debugging messages to the UDP server to help people in ↵Teravus Ovares2008-02-181-0/+1
| | | | resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.
* Thank you very much Ahzzmandius for adding the supportCharles Krinke2008-02-181-0/+22
| | | | | | to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
* * 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