| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
| |
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
|
|
|
|
| |
a newly created CoreModules/Caps. Not all.
|
|
|
|
|
|
| |
Addresses http://opensimulator.org/mantis/view.php?id=5444
Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct.
This did not effect scripts.
|
| |
|
|
|
|
| |
show caps
|
| |
|
|
|
|
|
|
|
|
|
| |
the server settings.
This is in a very crude state, currently.
The LindenUDPModule was renamed LindenUDPInfoModule and moved to OptionalModules
OptionalModules was given a direct reference to OpenSim.Region.ClientStack.LindenUDP so that it can inspect specific LindenUDP settings without having to generalize those to all client views (some of which may have no concept of the settings involved).
This might be ess messy if OpenSim.Region.ClientStack.LindenUDP were a region module instead, like MXP, IRC and NPC
|
| |
|
|
|
|
| |
client stack uses modules in the same way that scene does - through their interfaces
|
| |
|
|
|
|
| |
so that it makes sure that the file is added to Xfer's before it signals the client to come and get it. This allows the simplification of the logic of Xfer's.
|
|
|
|
|
|
| |
keeping track of time. Simply handle the issues, which are: (1) rapid double requests from the viewer for the same file; (2) sometimes the file generation takes too long and the Xfer request arrives at the XferModule before the file name is added.
This still has debug messages commented out, in case this needs more debugging. Pushing it so others can test.
|
|\ |
|
| |
| |
| |
| | |
transfers just don't start without it. Observed my Nebadon and yours truly.
|
|/
|
|
| |
which now lives entirely in LindenUDP space.
|
|
|
|
| |
inventory requests, which apparently are happening and may cause race conditions if the file name is removed after the first transfer.
|
|
|
|
|
|
| |
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
|
|
|
|
| |
random rather than using IDs known by the client ahead of time.
|
|
|
|
|
|
|
| |
Refactor to remove the property "MyScene" and the pointless circular
refs to the managing classes. Converted the module to a non-shared module.
Reformatted source for 80 columns. Removed the special role the module
had in the old loader.
|
|
|
|
|
|
|
| |
folder up from connectors into Scene.Inventory.cs
This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors.
Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
owner, if the notecard is saved by a permitted group member
This means moving the alert up to a place where the IClientAPI is available.
One can also argue that such client messages shouldn't be sent directly from the scene data model
|
| |
|
|
|
|
| |
hardcoded to CSJ2K (so no functional change) but this could easily be switched to a config option
|
| |
|
|
|
|
| |
CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
|
|\ |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
|
| |
| |
| |
| | |
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
| |
| |
| | |
objects too.
|
| |
| |
| |
| |
| |
| |
| | |
the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
|
| | |
|
|/
|
|
|
| |
* HG is seriously broken here
* Compiles. Untested.
|
|\ |
|
| |
| |
| |
| | |
unknown asset type, and log an error if it ever does happen
|
|/ |
|
|
|
|
| |
the transfers that never happen.
|
|
|
|
| |
before the file data to be transfered is ready.
|
|
|
|
| |
out exactly what is and isn't needed
|
|
|
|
|
|
| |
and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
|\ \
| |/
|/| |
|
| | |
|