| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| | |
the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
|
| |
| |
| |
| |
| | |
This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Interfaces/IScriptModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
This is how it was originally. This stops a very long running alarm callback from causing a problem.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
|
| |
| |
| |
| | |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
| |
| |
| |
| | |
a little bit.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| |
| |
| |
| |
| |
| |
| | |
57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
|
| |
| |
| |
| | |
As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
|
| |
| |
| |
| | |
All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
|
| |
| |
| |
| | |
not being used any more - it's now IEntityTransferModule and SimulationService instead
|
| |
| |
| |
| | |
packet per prim. More to come as we change to make use of this.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/SimianGrid/SimianGridMaptileModule.cs
OpenSim/Services/GridService/HypergridLinker.cs
|
| |
| |
| |
| |
| |
| | |
once to each simulator rather than once to each region. This
should help with some of the delays caused by multiple outstanding
requests to a single service point.
|
| |
| |
| |
| | |
receiving end is async. No need for so much concurrency.
|
| | |
|
| | |
|
| |
| |
| |
| | |
halting visual behavior of large group deletes and eliminates the packet flood
|
|\ \
| |/ |
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
neighbours.
|
| |
| |
| |
| | |
teleport), then tell our neighbours to close the agents.. thereby disconnecting the user. Added a new CloseChildAgent method in lieu of CloseAgent. This has been a long standing problem - with any luck this will cure it.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/
| |
| | |
This brings careminster on the level of master. To be tested
|
| |
| |
| |
| |
| |
| |
| | |
InternalEndPoint.Port). This class is complex enough as it is
* Changed the failed to inform neighbor message from a warning to info, since this will fire for every empty neighbor space
* Made the EnableSimulator/EstablishAgentCommunication log message more verbose and more clear about what is happening
|
| |\
| | |
| | |
| | |
| | | |
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
with 2 simulators. Everything seems to be working, including border crosses. TPs (prim crossing) need love now.
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
* CommsManager.AvatarService rerouted
|
| | |
| | |
| | |
| | |
| | | |
* HG is seriously broken here
* Compiles. Untested.
|