| Commit message (Collapse) | Author | Age | Files | Lines |
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override the default method of calculating how many prims a parcel can have.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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the client thread terminating when creating a new script.
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commit
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warning for debugging purposes
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up the resources
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* Ignoring it on reload as of yet
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removes a lock on every SendPacketTo call, which was shown to have
good performance benefits by the IBM China Research Lab.
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unmolested
* These are only thrown on client shutdown anyway
* This stops the console (harmlessly) spewing stack traces when a client logs off
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actually be all that tricky to try better clean up on a client thread crash. Haven't actually implemented
this, though
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fails by catching the exception in AuthUser() instead of letting it propogate out of the thread
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mono. Need to sort that out with DJ shortly.
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Set udp flags correctly to prevent "Socket forcibly closed by host"
errors.
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Dropping.' message
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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* Now all servers respond to the "show version" command on the console
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- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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duplication causing 2-3 duplicates depending on the UDP connection quality. This also eliminates duplicated chat, etc.
* It's verbose currently since this is new. You'll see: [CLIENT]: Warning Duplicate packet detected X Dropping. After this is sufficiently tested we'll remove that m_log.info line.
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that creates the event handler chain ready to hook by script engines
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prims
* no user functionality yet
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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* If the agent throttle byte array is unexpectedly empty, then log a warning and drop the packet
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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* If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
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finding out which region a new avatar was logging in to; the same problem
occurred when the client/avatar logged out. the reason was mani-fold:
- Scene.AddNewClient(...) would call SubscribeToClientEvents(client)
which would subscribe to all client events and then call
TriggerOnNewClient(...) BEFORE the ScenePresence object had even been
created and added. i've moved the TriggerOnNewClient() call to the
end of Scene.AddNewClient()
- Scene.AddNewClient(...) is called with child == true; a later call
to ScenePresence.MakeRootAgent() will turn child to false. When
OnNewClient is triggered, child is still true, causing IRCBridgeModule's
FindClientRegion to ignore the ScenePresence of the new avatar.
i've changed IRCBridgeModule to still use OnNewClient and also OnLogout
and OnConnectionClosed but only to signal that the avatar has logged on
(logged off respectively). to track whether an avatar has actually entered
a region i've added EventManager.OnMakeRootAgent (complementing
OnMakeChildAgent).
also, i've cleaned up the internal IRCModule code a bit. currently it
still uses IClientAPI.SendChatMessage() which replicates the code in
ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
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Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
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packets in rapid fire as quickly as possible. The terrain data sending is now done in a threadpool worker thread over ~10 seconds with a thread.sleep between each packet sending. this hasn't been tested thoroughly, so it might not actually help with the atom bomb terrain (missing patches) but its a simple thing to revert if it makes things worse for anyone.
10 seconds is roughly the time between the region handshake completing and you being in world where you can see your avatar. So normally the terrain still should have loaded by time you get in the region, although it is possible that sometimes you might see the very end of the terrain load just after you arrive.
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information from Scene to OpenSimMain
* This also means the operating system info will show up in the region console (and hence the logs)
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Fix spelling typo (Thanks ChrisDown for pointing this out)
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half tiny amount implemented.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
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group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
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