| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
This reverts commit e3fa73da96f5612da52d140425f1633494d6edef.
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
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.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
it's timeout
|
| | |
| | |
| | |
| | | |
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
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
up the sound pipeline in the viewer.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
to reflect what it actually is
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | | |
in many, many log messages.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| |/ / |
|
| | | |
|
| | |
| | |
| | |
| | | |
scattering them over other categories
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | | |
logic.
This does require the server to be added before it is set as the main Instance
|
| | |
| | |
| | |
| | |
| | |
| | | |
outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
|
| | |
| | |
| | |
| | | |
else's hud, then don't still add it to the list of blocks for the update message.
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | | |
up the sound pipeline in the viewer.
|
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
UploadObjectAssetModule, property always starts as false
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
duplicate code
|
| | | |
|
| | |
| | |
| | |
| | | |
debug packet level
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | | |
since two commits ago (b099f26)
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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).
|
| | |
| | |
| | |
| | | |
client a kick message with that reason, in case it is somehow still listening.
|
| | |
| | |
| | |
| | | |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | |
| | |
| | |
| | |
| | |
| | | |
check the IsLoggingOut flag instead.
This is slightly better thread-race wise
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | | |
|
| | |
| | |
| | |
| | | |
nor client are ever null.
|
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|