| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| | |
* Last step is to flip the throttle distribution.
|
| |
| |
| |
| |
| |
| |
| | |
master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
|
| |\ |
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| |_|/
|/| |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
handling thread.
This prevents a slow grid information network call from holding up the main packet handling thread.
There's no obvious race condition reason for not doing this asynchronously.
|
| | |
| | |
| | |
| | |
| | |
| | | |
udp packet handling thread.
There's no obvious race condition reason for doing this on the main packet handling thread.
|
| | |
| | |
| | |
| | |
| | |
| | | |
LLClientView directly.
This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/TaskInventoryItem.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
rather than synchronously.
This is to avoid the entire scene loop being held up when the group service is slow to respond.
There's no obvious reason for these queries to be sync rather than async.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
|
| | |
| | |
| | |
| | | |
commit (1de80c)
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | | |
one we pool atm, rather than attempting to return all incoming packets.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
|
| | |
| | |
| | |
| | | |
estate method is received from the client.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
|
| | |
| | |
| | |
| | | |
Packetpool code.
|
| | |
| | |
| | |
| | |
| | | |
These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
|
| | |
| | |
| | |
| | | |
easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | | |
of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
RegionHandleRequests. (code assumes packet handle is called async as it is not)
|
| | |
| | |
| | |
| | | |
flight. FS 4.2.2 does not.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | | |
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
|
| | |
| | |
| | |
| | | |
even test compiled.
|
|\ \ \
| |/ /
| | /
| |/
|/|
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
now conforms to the behaviour in SL.
|
| | |
|
| | |
|
| |
| |
| |
| | |
correct one
|
| |
| |
| |
| | |
review later)
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| | |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|\ \ |
|
| | | |
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
simultaneously (e.g. ack timeout and an attempt to reconnect)
|