| Commit message (Collapse) | Author | Age | Files | Lines |
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This will cause visual params to be persisted along with worn items. With
this, alpha and tattoo laters will be saved. Multiple layers MAY work, but
not tested because I don't use Viewer 2.
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Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously.
Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably.
Of course, a lot of login lag is still coming from other sources.
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for diagnostics
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It contains a major interface version bump and will NOT work with earlier grid
services. This is preliminary work that will lead to layers support.
Rest appearance services are commented out completely, they will have to be
adapted by someone who actually uses them. Remote admin is working, but has
no layers support. There is no layers support in the database. Login likely
won't work. You have been warned.
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AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
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This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing
changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
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Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along.
The kill packet would then be placed on the state queue and possibly get sent before the update
If the update gets sent afterwards then client get undeletable no owner objects until relog
Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue
Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
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to reduce scope for kill/update race conditions
This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update
This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged
Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks
However, evidence suggests that there is still a kill/update race somewhere
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unhandled GenericMessages
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informative
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* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
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(as much as is possible). There was a report of non-finite avatar positions after the update
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avoid repeated requests for missing avatar IDs
* Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
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on IDwellModule
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\to display avatars
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client protocol packets
These levels correspond to packets that one isn't usually interested in when debugging (e.g. regular outgoing SimStats packets)
This is equivalent to what we had a year ago before it was removed. It's extremely crude since it doesn't allow one to pick individual clients or packets. However, it can still be useful when debugging packet race conditions.
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properly for the new media settings.
Signed-off-by: Melanie <melanie@t-data.com>
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This finally completes http://opensimulator.org/mantis/view.php?id=4356 where this change had been accidentally removed. Thanks Revolution.
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client after it has been told that the entity has been deleted.
On Linden Lab clients and some derivatives, receiving an entity update after an entity deletion notice results in an undeleteable prim that disappears upon client relog.
This check was dropped in 0.7 for unknown reasons but renewed testing demonstrates that queued updates can still be present after a scene object has been deleted.
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to fix the build
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TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
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support estates without seeking further input on the console.
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every copied prim, not just the root
This addresses http://opensimulator.org/mantis/view.php?id=4295
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asynchronously
At least on stock Linden clients, updating the texture on all faces of the prim will actually send an ObjectImage packet for each update.
There is a race condition if these are handled async, meaning that occasionally not all of the faces are correctly updated.
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DisableFacelights option to OpenSim.ini to finally kill those immersion-
breaking, silly vanity lights that destroy nighttime RP. Girls, you look
just fine without them. Guys, you too. Thank you. Melanie has left the building.
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in LM info. Maturity is NOT the parcel's setting, that is only for the
image and text. Parcel maturity is governed by region maturity.
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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