| Commit message (Collapse) | Author | Age | Files | Lines |
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ssh://3dhosting.de/var/git/careminster into ubitwork
Conflicts:
bin/Regions/Regions.ini.example
bin/lib32/BulletSim.dll
bin/lib32/libBulletSim.so
bin/lib64/BulletSim.dll
bin/lib64/libBulletSim.so
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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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simultaneously (e.g. ack timeout and an attempt to reconnect)
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if the client told us it wants to log out in the first place.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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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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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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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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to reflect what it actually is
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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since two commits ago (b099f26)
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rather than using IsLoggingOut flag.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
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client a kick message with that reason, in case it is somehow still listening.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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check the IsLoggingOut flag instead.
This is slightly better thread-race wise
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than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
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nor client are ever null.
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rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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problem resolution.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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This reverts commit e3fa73da96f5612da52d140425f1633494d6edef.
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