| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
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RegionHandleRequests. (code assumes packet handle is called async as it is not)
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flight. FS 4.2.2 does not.
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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even test compiled.
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Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
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now conforms to the behaviour in SL.
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correct one
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review later)
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
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This better reflects the long-term purpose of that project and matches Monitoring modules.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
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simultaneously (e.g. ack timeout and an attempt to reconnect)
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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This can always be retrieved via the LLUDPClient and is so done in various places already.
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This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
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IClientAPI.RemoteEndpoint.
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attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
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outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
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else's hud, then don't still add it to the list of blocks for the update message.
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up the sound pipeline in the viewer.
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non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
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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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prim related only. This does fix the wrong viewer side move of a avatar in prim edition mode (anv mantis 854), with no apparent side effects .. may need more testing
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up the sound pipeline in the viewer.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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duplicate code
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debug packet level
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
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duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
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up the sound pipeline in the viewer.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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harm than good these days
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
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