| Commit message (Collapse) | Author | Age | Files | Lines |
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scenepresence)
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thread not ring
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
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Conflicts:
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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This reverts commit b9d026666dbabb210cc013d29eb79fe214594dd9.
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Windoze barfs on them.
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This reverts commit 041fcd6a72e1822656d58f87a398e3a0f065a486.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Can't seen more than one evocation on the multicast on this case, even expanding its evocation list (as it should be used in case one fails). With the list i
do see what we want.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
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Conflicts:
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
OpenSim/Services/Interfaces/IUserAccountService.cs
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depending on the first two digits of the asset id.
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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doesn't, the client will get bored and give an upload error, instead of granting success and entering the asset into our retry queue.
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if it enters a retry queue
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(seems a connection failure does not throw an exception)
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retry timer for asset upload failures. Total queue time in the ballpark of 24 hours, which should be a reasonable time for any grid admin to get their asset service back online. This should stop lost assets.
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m_maxAssetRequestConcurrency mistakenly passed in as a timeout to SynchronousRestObjectRequester.MakeRequest()
For a long time, possibly forever, the m_maxAssetRequestConcurrency was mistakenly passed in as a 30 ms timeout rather than as a concurrent connection limiter.
This didn't come to light until the timeout was actually used in recent commit faf9ba53
Since this hasn't been operational for a long time and in release candidate phase, commenting it out for now though will need to revisit this.
Relates to http://opensimulator.org/mantis/view.php?id=7165
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already exists, and this isn't an error
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value
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list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
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