| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| |/ / / |
|
| | | |
| | | |
| | | |
| | | |
| | | | |
more than half of total. Add a state control to NewFileAgentInventory
to avoid more than one at a time per client. ( Incomplete and possible not that good)
|
| | | |
| | | |
| | | |
| | | | |
check scene prim size limits.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
assets to inventory, since it may actually be a bad ideia since good
model textures are deply related to it and there is no current use for
independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
meshs. Issues: meshs get into root folder, viewer and viewer does not update inventory until relog ( the upload funtion needs to return more information) ,etc. Droping a mesh into a prim, makes viewer think we dropped a sculpt map, but it does work, viewer displays the mesh and physics work (as physics is stored at the sculpt information fields). Textures show up in Textures folder, just its to costly to find that default folder as is..
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
meshs. (some prims can have same mesh)
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
estimations can work
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
prevent being logged out after a successful teleport.
|
| | | |
| | | |
| | | |
| | | | |
a viewer from being logged out after an otherwise successful teleport.
|
| | | | |
|
| | | | |
|
| | | | |
|
|\ \ \ \
| | |_|/
| |/| | |
|
| | | | |
|
| | | | |
|
| | |/
| |/| |
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
an UploadAsset request could throw an exception because m_asset did not yet exist.
This was accidentally introduced in 4fc0cfb
This commit also consistently removes the AssetXferUploader when the transaction completes, no matter if it completed on asset upload or item operation.
The amount of data being retained was small, since this was clothing/bodypart metadata in the asset rather than textures themselves.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This was only used if none of new item, update item or update task item had been set.
But since all transactions go through these paths this old code is redundant.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
UploadAsset() to prevent item creation failure when NewInventoryItem thread reachs the object first.
This was preventing the previous race condition fix in 4fc0cfb from actually working.
This commit also removes some of the pointless transaction id checks - these conditions are already being enforced in AgentAssetsTransactions.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
user item and update user item mechanisms
This is done for consistency and to allow removal or some access methods that increase code complexity.
However, this path has not been used for a long time, not even by LL 1.23 - viewers use caps http upload for this instead
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in the viewer or updating existing assets.
On creating these items, the viewer sends a UDP AssetUploadRequest followed by a CreateInventoryItem.
It was possible for the CreateInventoryItem/UpdateInventoryItem to occasionally outrace the AssetUploadRequest and fail to find an initialized Xfer object, at which point the item create would fail.
So instead we always set up a Xfer object on either the asset or inventory item update request.
This does not introduce a new race because code already exists to delay the item operation until the asset is uploaded if necessary (but this only worked if the xfer object already existed)
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
an UploadAsset request could throw an exception because m_asset did not yet exist.
This was accidentally introduced in 4fc0cfb
This commit also consistently removes the AssetXferUploader when the transaction completes, no matter if it completed on asset upload or item operation.
The amount of data being retained was small, since this was clothing/bodypart metadata in the asset rather than textures themselves.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This was only used if none of new item, update item or update task item had been set.
But since all transactions go through these paths this old code is redundant.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
UploadAsset() to prevent item creation failure when NewInventoryItem thread reachs the object first.
This was preventing the previous race condition fix in 4fc0cfb from actually working.
This commit also removes some of the pointless transaction id checks - these conditions are already being enforced in AgentAssetsTransactions.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
user item and update user item mechanisms
This is done for consistency and to allow removal or some access methods that increase code complexity.
However, this path has not been used for a long time, not even by LL 1.23 - viewers use caps http upload for this instead
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in the viewer or updating existing assets.
On creating these items, the viewer sends a UDP AssetUploadRequest followed by a CreateInventoryItem.
It was possible for the CreateInventoryItem/UpdateInventoryItem to occasionally outrace the AssetUploadRequest and fail to find an initialized Xfer object, at which point the item create would fail.
So instead we always set up a Xfer object on either the asset or inventory item update request.
This does not introduce a new race because code already exists to delay the item operation until the asset is uploaded if necessary (but this only worked if the xfer object already existed)
|
|\ \ \ \
| |/ / / |
|
| |\ \ \
| | |/ / |
|
| | | | |
|
| | |\ \ |
|
| | | | | |
|
| | |/ /
| |/| | |
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | | |
|