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* * Prep work switching the GetMeshModule over to a poll service.teravus2012-11-092-73/+410
| | | | * This still has the image throttler in it.. as is... so it's not suitable for live yet.... The throttler keeps track of the task throttle but doesn't balance the UDP throttle yet.
* This implements the Caps throttler. After some testing, the system seemed ↵teravus2012-11-051-13/+106
| | | | | | to be OK with me specifying allowing 1 oversized image per 70,000b/sec with at least one. Try it out, start with a low bandwidth setting and then, set your bandwidth setting middle/high and see the difference. Tested with Two Clients on a region with 1800 textures all visible at once.
* Another step in the chain. Pipe the throttle update to the appropriate ↵teravus2012-11-051-12/+35
| | | | | | PollServiceTextureEventArgs. Each poll service having it's own throttle member is more consistent with the model then the region module keeping track of all of them globally and better for locking too. The Poll Services object is not set static to handle multiple nearby regions on the same simulator. Next step is hooking it up to HasEvents
* Pipe Throttle Update Event to EventManager, client --> ScenePresence --> ↵teravus2012-11-042-0/+53
| | | | EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
* Remove redundant and annoyingly modal message box in upload processing.Melanie2012-10-181-11/+11
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* Allow the console to be used by gods as well as region owners.Melanie2012-10-171-1/+1
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* Make texture sedning use only two threads to make things less harsh on bandwidthMelanie2012-10-141-2/+2
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* just remove the damm thingUbitUmarov2012-09-263-3/+3
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* Seems nothing actually need the request body for getevents. so changeUbitUmarov2012-09-262-11/+2
| | | | control flag to false
* more changes to PollServiceUbitUmarov2012-09-262-1/+7
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* missed changeUbitUmarov2012-09-251-1/+2
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* do the same to webFecthInvDescModuleUbitUmarov2012-09-251-33/+25
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* change GetTextureModule processingUbitUmarov2012-09-251-29/+31
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* Text changes for upload messagesMelanie2012-09-241-4/+4
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* more upload changes (plus untouch prebuild.xml)UbitUmarov2012-09-242-68/+128
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* add missing transactionID in SendInventoryItemCreateUpdate. and make useUbitUmarov2012-09-241-1/+7
| | | | | of it on inventoryAccessModule, etc. Most likelly it's needs where there is a transactionID not zero
* Protect the responses map with a lock. Also remove ugly "this." type ofMelanie2012-09-232-18/+24
| | | | member notation.
* Merge branch 'ubitwork' into avinationMelanie2012-09-233-203/+373
|\ | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
| * try to allow free uploads for testing, if users prefix names with "TEST-". LetUbitUmarov2012-09-232-41/+210
| | | | | | | | | | | | | | textures get into inventory again. Both features under config control. Have direct warnings to client, including a final one on upload complete since i see nothing. problems: textures don't showup in inventory til relog, also issues with permitions. A few more changes
| * report asset upload errors the right awayUbitUmarov2012-09-222-29/+75
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| * removed AssetUploaderWithCost, fixing AssetUploader. add parsing of someUbitUmarov2012-09-221-42/+24
| | | | | | | | more needed fields in request
| * removed unused data in MeshUploadFlag responseUbitUmarov2012-09-221-8/+8
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| * read model upload cost parameters from config [Economy] sectionUbitUmarov2012-09-212-4/+23
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| * Fix model upload rotations and offsets ( i hope )UbitUmarov2012-09-201-103/+56
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* | refix prior commitMelanie2012-09-201-1/+1
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* | Make uploads free for now - we will have to announce thisMelanie2012-09-201-3/+6
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* | Change texture price back to 10 C$Melanie2012-09-191-3/+2
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* be more tolerant to small prims, skipping them, only failing if they areUbitUmarov2012-09-192-16/+82
| | | | | more than half of total. Add a state control to NewFileAgentInventory to avoid more than one at a time per client. ( Incomplete and possible not that good)
* create a single ModelCost provider for the caps instance. Let it know andUbitUmarov2012-09-192-14/+56
| | | | check scene prim size limits.
* coment out mesh model upload code to add textures and individual meshsUbitUmarov2012-09-192-204/+255
| | | | | | assets to inventory, since it may actually be a bad ideia since good model textures are deply related to it and there is no current use for independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
* Add booleans to control whether we actually crete inventory itemsMelanie2012-09-181-2/+4
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* ***TEST*** still bad... create inventory itens for model textures and ↵UbitUmarov2012-09-181-7/+76
| | | | meshs. Issues: meshs get into root folder, viewer and viewer does not update inventory until relog ( the upload funtion needs to return more information) ,etc. Droping a mesh into a prim, makes viewer think we dropped a sculpt map, but it does work, viewer displays the mesh and physics work (as physics is stored at the sculpt information fields). Textures show up in Textures folder, just its to costly to find that default folder as is..
* add some locks to GetTextureModuleUbitUmarov2012-09-171-10/+13
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* on upload store mesh list contents as mesh assets. Build prims by instances notUbitUmarov2012-09-171-8/+23
| | | | meshs. (some prims can have same mesh)
* make sure client still has money at uploadUbitUmarov2012-09-171-0/+16
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* same cleanupUbitUmarov2012-09-171-38/+41
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* removed broken fee compressionUbitUmarov2012-09-171-15/+1
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* let mesh model estimator work even without money module, so otherUbitUmarov2012-09-171-22/+22
| | | | estimations can work
* Make use of mesh cost functionsUbitUmarov2012-09-172-24/+13
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* missing file for suport of mesh upload costUbitUmarov2012-09-171-0/+596
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* Revamp the HTTP textures handler to allow a maximum of four fetchesMelanie2012-09-141-44/+179
| | | | at any time and to drop requests for avatars n longer in the scene
* Allow some more connections to try to ease lag.Melanie2012-09-141-1/+3
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* Add a logger so the prior commit will workMelanie2012-09-121-0/+3
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* Stop expiry timer when upload is complete. Log if timeout is reached.Melanie2012-09-121-0/+2
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* Add a timer to time out upload caps handlers that are not used.Melanie2012-09-121-0/+12
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* Add a missing brace, remove a useless temp variable, enable charging.Melanie2012-09-111-6/+3
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* report mesh upload costs ( fake values)UbitUmarov2012-09-111-2/+46
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* let LLSDAssetUploadRequest include asset_resources information plus letUbitUmarov2012-09-111-0/+1
| | | | NewAgentInventoryRequest know about mesh (does nothing with it still)
* Removing the variable prica handler again. It's never called, was misnamed andMelanie2012-09-111-332/+0
| | | | probably never worked past the mesh beta.
* Re-add the module and fix a typoMelanie2012-09-111-0/+332
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