| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
|
| | |
| | |
| | |
| | | |
up the sound pipeline in the viewer.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
harm than good these days
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
|
| | | |
|
| | |
| | |
| | |
| | | |
Refactor: eq message logging into common method.
|
| | |
| | |
| | |
| | | |
some local variables in line with code conventions. Add commented out EQG log lines for future use.
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | | |
sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | | |
This adds name and description of the request handler to http request logging when DebugLevel >= 1
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
design,""
This reverts commit a90b0e302c110068cec0ee7109e796d2d5fdab4d.
Sorry, accidentally reverted this completely by mistake, reverting the revert.
|
| | |
| | |
| | |
| | | |
This reverts commit 6e7f13a72d4e43f8ca564247e0b56bf5706bbdb1.
|
|\ \ \
| |/ /
| | /
| |/
|/|
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
| |
| |
| |
| | |
problem resolution.
|
| | |
|
| | |
|
| |
| |
| |
| | |
more lobe ?
|