| Commit message (Collapse) | Author | Age | Files | Lines |
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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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to be OK with me specifying allowing 1 oversized image per 70,000b/sec with at least one. Try it out, start with a low bandwidth setting and then, set your bandwidth setting middle/high and see the difference.
Tested with Two Clients on a region with 1800 textures all visible at once.
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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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EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/ModuleLoader.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
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Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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control flag to false
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member notation.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
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textures get into inventory again. Both features under config control.
Have direct warnings to client, including a final one on upload complete
since i see nothing. problems: textures don't showup in inventory til
relog, also issues with permitions. A few more changes
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more needed fields in request
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more than half of total. Add a state control to NewFileAgentInventory
to avoid more than one at a time per client. ( Incomplete and possible not that good)
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check scene prim size limits.
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assets to inventory, since it may actually be a bad ideia since good
model textures are deply related to it and there is no current use for
independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
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meshs. Issues: meshs get into root folder, viewer and viewer does not update inventory until relog ( the upload funtion needs to return more information) ,etc. Droping a mesh into a prim, makes viewer think we dropped a sculpt map, but it does work, viewer displays the mesh and physics work (as physics is stored at the sculpt information fields). Textures show up in Textures folder, just its to costly to find that default folder as is..
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meshs. (some prims can have same mesh)
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estimations can work
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