| Commit message (Collapse) | Author | Age | Files | Lines |
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Unlike "save oar", this was happening on the same thread as the original request.
The timeout happens on another so the original thread is never aborted.
On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging.
Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar".
Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
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to set estate owner to a user that doesn't exist a little more obvious.
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with a private setter
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general-purpose function to see if a given string matches a given regex
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OSSL to get git diff to not complain
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LSL_List when converting values from LSL for modInvoke()
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if-else-if-else block in ConvertFromLSL can have a consistent appearance
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unknown list element type errors in ConvertFromLSL (via modInvoke)
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since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.
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instead of attempting to run another shutdown concurrently.
Thanks to Oren Hurvitz for this change.
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hud is
loaded. Thank you tglion
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script events can still access Physics scene until the script engine shuts down (triggered off base.Close())
XEngine listeners to EventManager.OnShutdown which is triggered from base.Close().
Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene.
This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
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Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
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appearance notecard does not exist, rather than returning UUID.Zero or silently failing.
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parameter) throw ScriptException instead of just a plain old exception.
This is to make it easier to distinguish these exceptions from unexpected OpenSimulator problems internally and in regression tests.
No functional changes.
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notecard name is invalid. Make osNpcLoadAppearance() fail silently in same circumstance rather than throwing exception.
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OSSL_ApiNpcTests
This is a more intuitive location.
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accept a local ID as well as a UUID.
This means that the sub-commands are now id rather than uuid, e.g. show object id
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filename to save already exists, rather than exception throwing.
Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
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to be serialized and dumped to XML for debug purposes.
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Change terrain activation state to DISABLE_SIMULATION for better performance.
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assets weren't already in the cache. Comment cleanups.
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failed flag in BSPrim.ForceBodyShapeRebuild()
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linksets into own subclass. Will eventually add manual movement linkset subclass.
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ConsoleUtil.CoordHelp
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running via the "debug lludp pool <on|off>" console command. For debug purposes.
This does not currently apply to the higher LLUDP packetpool.
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they are enabled. Add count stats for existing LLUDP pool.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
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hardcoded approach disabled the use of non-core dwell tracking modules.
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http://opensimulator.org/mantis/view.php?id=6370
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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(implementation of dwell-value in LandData + eventhandler, return always 0); source-formatting of LandData
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
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Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
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which is what it is.
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only so that we can add ms it takes to send.
This is chiefly to assess how long it may still take to send messages to such filtered groups.
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call for all friends rather than one for each friend.
However, large groups could still take a very long time since we still need to message each avatar on different simulators.
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groups.
This retrieves and caches information from the PresenceService to only send messages to online users.
This is reported to much improve performance for large groups where most users are offline.
Cache is 20 seconds to balance requests against users not receiving messages until cache updates.
This is an alternative to an approach where login/logout notification is sent directly from simulator to groups service.
However, I'm not convinced that this PresenceService approach is actually better. Needs more thought.
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handling.
Refactor some names to make them available for the asset tracking and fetching.
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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