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is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
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** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
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I blame all bugs on the age of my brain cells.
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remote region should now fail gracefully if remote simulator is down.
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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banlists.
* Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
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SceneCommunicationService
* This will fix the grid mode (not seeing regions) issue
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* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
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explicit
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come up to give servers that host a lot of sims a long time to start listening.
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have its own
* Locking on value, then changing it does not make sense - lock will happen on old reference
* Taking a local copy of the shared resource then locking on the copy does not make sense - lock will happen on copy
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we are not requesting too much in one gulp.
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issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
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to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
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avatar when that user teleported to a different region.
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As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
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on map should return a decent portion of it.
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working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
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the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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