| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
like other handlers instead of implementing the IStreamedRequestHandler interface directly
|
|
|
|
| |
which checks for addition and removal of capabilities on add/remove of child agent
|
|
|
|
| |
requesting this for all landmarks in inventory. Not sure why. But this seems to be the root cause of the login freeze mentioned before. This commit adds a blocking queue / process thread pattern.
|
| |
|
|
|
|
|
|
|
| |
"debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs
gets all debug lludp commands to only activate for the set scene if not root
|
| |
|
|
|
|
|
|
|
| |
UuidGatherer for now.
This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes.
There needs to be some way for modules to register for events which are not connected with a particular scene.
|
|
|
|
|
|
| |
MaterialsDemoModule from UuidGatherer
This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
|
|
|
|
|
|
|
|
| |
This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc.
All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace.
This does alter the underlying dynattrs data structure. All data in previous structures may not be available, though old structures should not cause errors.
This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release.
However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace.
|
|
|
|
|
|
|
| |
other prims to be set to very far off positions on reattach.
Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334
However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions.
|
|
|
|
| |
structs
|
|\ |
|
| |
| |
| |
| | |
messages should be transient without an OK button
|
|/ |
|
|
|
|
| |
start running when pulled from data storage.
|
|
|
|
|
|
| |
or removed. Shouldn't impact anyone as only DSG seems to use
OnScenePresenceUpdated event.
Some minor format changes to AnimationSet's ToString().
|
|
|
|
|
|
|
| |
there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration.. that might take a while, hold on to your hats.
* Fixes a null-ref when shutting down while keyframed motion is active.
|
|
|
|
|
|
|
|
| |
neighbour region on root agent close.
This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013)
Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously.
Should address http://opensimulator.org/mantis/view.php?id=6658
|
| |
|
|
|
|
| |
may yield unexpected results in some cases. No database persistence yet,
|
|
|
|
| |
do nothing. More commits to follow.
|
|
|
|
|
|
|
|
| |
ScriptInstance.m_Scripts lock then a lock on SP.m_attachments whilst SP.MakeRootAgent() attempts to take in the opposite order.
This is because scripts (at least on XEngine) start unsuspended - deceptively the ResumeScripts() calls in various places in the code are actually completely redundant (and useless).
The solution chosen here is to use a copy of the SP attachments and not have the list locked whilst creating the scripts when an avatar enters the region.
This looks to address http://opensimulator.org/mantis/view.php?id=6557
|
| |
|
|
|
|
|
| |
display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
|
|
|
|
| |
This allows object modification before the usual heartbeat operation.
|
|
|
|
|
|
|
|
|
| |
some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one.
This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual.
The original spot was by Vegaslon, this commit just goes about it in a slightly different way
This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this.
However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is.
|
|
|
|
|
|
|
|
|
|
| |
establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues.
The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding.
However, in theory the incoming agent should have made that binding before any such request is triggered.
So moving this binding to an earlier point in the process to see if this makes a difference.
Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache.
This relates to http://opensimulator.org/mantis/view.php?id=6625
|
|\ |
|
| |
| |
| |
| |
| |
| | |
to avatar when it becomes root. This packet shows up in the viewer
logs as an error and appears to cause problems for completing the
texture rebake process for v1 viewers in some cases.
|
| |
| |
| |
| | |
As a struct, Vector3 has already been cloned by MemberwiseClone()
|
| |
| |
| |
| |
| |
| |
| | |
OpenSimulator session would change the prices on both prims.
This is because the PayPrice array refernence was being memberwise cloned and not the array itself.
Addresses http://opensimulator.org/mantis/view.php?id=6639
|
| |
| |
| |
| |
| |
| |
| | |
when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
|
| |
| |
| |
| |
| |
| | |
This is controlled by the viewer, not the server.
So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim.
You probably need to use llPreloadSound() for best results
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
neighbour rather than sending all closes concurrently on a separate thread.
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time.
This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
|
| |
| |
| |
| |
| |
| | |
user is not prevented from relogging if many neighbours are present but not responsive.
The symptom here is that previous user connections are still present but are labelled active == false
|
| |
| |
| |
| | |
stats before the region is completely initialized.
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
noisy on the console.
Please re-enable when required
|
| |/
|/| |
|
|/
|
|
| |
that are coming via TP (root agents)
|
|
|
|
|
|
| |
departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!"
This reverts commit f32a21d96707f87ecbdaf42c0059f8494a119d31.
|
|
|
|
| |
for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!
|
|
|
|
| |
about who has permission to set home where.
|
|\ |
|
| |
| |
| |
| |
| | |
This is causing editing of worn clothes to fail frequently, possibly due to a race condition with a transaction.
This looks to address http://opensimulator.org/mantis/view.php?id=6600
|
| |
| |
| |
| |
| |
| | |
than two.
Extend regression test to check this.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
|
| |
| |
| |
| | |
doesn't need different configuration anymore
|