| Commit message (Collapse) | Author | Age | Files | Lines |
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indirectly via a timer
no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!
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user expectations.
It also matches the default setting in the OpenSim.ini.example file
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If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
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Fix an invalid cast exception while decoding new mesh asset format.
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This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder
No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
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recursively request that folder.
Currently, this should never actually happen but certainly best to handle this case
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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crashes throwing System.NullReferenceException
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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threat-level check error message
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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on login/logout, since it's a bit noisy on the console.
Please uncomment if/when this is still needed.
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'MessagingModule' in [Groups] section in accordance with OpenSim.ini.example descriptions
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Add notification to neighbors when logins are enabled.
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works again.
Many thanks to the aurora project for pioneering this.
This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
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rather than just saying "destination not found"
Instead of performing the 4096 check when the region is linked (and subsequently removing the link), leave the link in place and perform the check in the entity transfer module
This allows us to explicitly tell the hypergridder why the teleport failed (region out of range).
It also allows people on regions that are within range (on a large source grid) to teleport.
The Check4096 config parameter in the [GridService] section is replaced by a max_distance paramter in a new [EntityTransfer] section in OpenSimDefaults.ini
Since the parameter is in OpenSimDefaults.ini no action needs to be taken unless you want to increase this limit. It could also be decreased.
The check is being made in the base entity transfer module, since I believe the viewer problem occurs both on extremely large grids and while hypergridding.
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prim. Thanks, MisterBlue
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RemoteGridService connector. Timeout is currently set at five
minutes. Negative results are not cached.
The result is that operations like send an instant message do
not have to go through the grid service every time.
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as well as item id and asset id
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the contents of the response.
Changed the experimental capability introduced a couple of commits ago: now sending that extra information as part of the response in the SimulatorFeatures cap.
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login service.
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with Kokua viewer if devs are willing to do it.
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some issues with the zoom level -- TBD.
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http://opensimulator.org/mantis/view.php?id=5516 once and for all. Moral of the story: don't send AgentOnline/Offline to viewers with a zero-length array.
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Also, increased the timeout on UserAgentServiceConnector, StatusNotification again.
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not do DNS lookup, and use that for friends notification.
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instead keep track of which map blocks each client has seen in the region, and reset exactly those when the client closes.
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its own, clear both memory and file caches
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config-include/FlotsamCache.ini.example. Enable the flotsam console commands even if FlotsamCache.ini isn't present.
For the most part, defaults are made to match those already in FlotsamCache.ini.example.
The one exception is that the 48 hour file timeout from the code is used instead of the 0 hours that was in the example file. This can be tweaked if necessary.
Most importantly, the default cache directory is now ./assetcache (as in FlotsamCache.ini.example) rather than ./FlotsamAssetCache (as was the internal code default).
Therefore, if you were using flotasm without using the config file, then please rename your cache directory or start using the ini file and change the default there if you want to keep using your existing cache.
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value for alpha
This addresses http://opensimulator.org/mantis/view.php?id=5111
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for physics mesh
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and reset only exactly the map blocks that had regions in them. WARNING: this fetches all the regions from the Grid service, so there is a chance that this is a really bad idea in large grids. Pushing it for testing.
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future use.
At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
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