| Commit message (Collapse) | Author | Age | Files | Lines |
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after another thread had started it on QueueAppearanceSave() or *Send()
However, the window for this race is very small, and the next queued appearance save or send would restart the timer anyway.
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AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
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This is handled by treating UUID.Zero as a special case.
Currently, asking for the "none" group returns nothing because XMLRPC groups, at least, is not properly handling this case.
It may be better in the future to have GroupsModule return an appropriate GroupsData structure instead or require the underlying services to behave appropriately.
This is a further component of http://opensimulator.org/mantis/view.php?id=5588
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created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
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selection code rather than before.
This allows the script to change the selected region without having it immediately undone.
Thanks to Garmin Kawaguichi for this patch.
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GetGroupByPrim() rather than retrieving GetEntities() and inspecting the entire list
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These were entirely unused.
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is less than 0
This is to stop bad values and subsequent viewer crashes.
Thanks to Michelle Argus for this patch.
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XmlRpcGroupsServicesConnectorModule so that we can record cache misses
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in other regions, as opposed to <128, 128, 70>
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BEGIN] to [SCENE] because that's where the message happens.
Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
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constructor
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when we've already passed size information to the avatar at PhysicsScene.AddAvatar()
Eliminate some copypasta for height setting in OdeCharacter
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Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly.
Add commented out log lines for future use.
Use automatic property for PhysicsActor for better code readability and simplicity
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of just a _taintedPrims HashSet.
There's no point maintaining a list because any pending taint operations are all carried out in the same call anyway.
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potential race condition.
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in the same thread rather than on another one.
The caller is already an async thread from LLClientView so this doesn't hold up the client.
However, launching on a separate thread does remove the effect of m_setAppearanceLock
This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
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IsColliding
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osParseJSON uses hand-crafted decoding that has two issues
* does not seem to handle top-level JSON lists
* does not seem to handle unicode text
thanks otakup0pe!
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This prints out both exception message and stacktrace (Exception.ToString()) isn't enough on Windows.
This also uses m_log.*Format() which is more efficient than string concat.
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in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
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it doesn't trigger an exception if the item hasn't been found.
In this situation we will now put out a slightly more meaningful log error message instead.
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Haven't been able to resolve issue where attachments are removed by the viewer on relog on a localhost
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This checks that the initial UseCircuitCode packet is handled correctly for a normal client login.
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The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
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asynchronously to reduce hold up in the IN UDP packet processing loop.
This is already being done for the initial object data send.
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway.
So instead retain the check/create ScenePresence reference and use this.
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It makes far more sense anyway to use TryGetRootScenePresence().Scene, in common with the rest of the code
This method could also return any scene for child or root agents, depending in which order the scenes happened to lie in the list
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structure so that logout on unexpired packets isn't retriggered, causing the same exception
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