| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
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
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in Scene.
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
OpenSim.Region.Clientstack.Linden.UDP
This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
|
| |\ \ \
| | | |/
| | |/|
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |\ \ \ |
|
| |\ \ \ \
| | | |_|/
| | |/| |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
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.
|
|\ \ \ \ \ \
| | |_|_|_|/
| |/| | | | |
|
| | |_|_|/
| |/| | |
| | | | |
| | | | |
| | | | | |
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.
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | | |
movement lag.
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | | |
Also fix semaphore excetion caused by enqueueing while dequque is taking place.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This also causes the initial AgentUpdate to be rejected because our processing
is asynchronous.
|
| |/ /
| | |
| | |
| | | |
the BlockingQueue from OMV, but allows two priorities.
|
|\ \ \
| |/ / |
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
bin/lib32/BulletSim.dll
bin/lib32/libBulletSim.so
bin/lib64/BulletSim.dll
bin/lib64/libBulletSim.so
|
| | | |
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
correct one
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
review later)
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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
|
| |\ \
| | |/
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| | |
| | |
| | |
| | | |
since last packeted received by the simulator from a viewer.
|
| |\ \ |
|
| |\ \ \ |
|
| |\ \ \ \
| | | |_|/
| | |/| |
| | | | |
| | | | |
| | | | |
| | | | | |
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)
|
|\ \ \ \ \
| | |_|_|/
| |/| | | |
|
| | |_|/
| |/| |
| | | |
| | | | |
if the client told us it wants to log out in the first place.
|
| |/ / |
|
|\ \ \
| |/ / |
|
| |\ \
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |\ \ \
| | | |/
| | |/|
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
| | | |
| | | |
| | | | |
This can always be retrieved via the LLUDPClient and is so done in various places already.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
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.
|
| | | |
| | | |
| | | |
| | | | |
IClientAPI.RemoteEndpoint.
|