| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
when we start dropping requests
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
n=5), we now drop the subsequent requests
* This may improve region memory usage
* This is a short-term response to a problem whereby some clients keep requesting the same texture even after we've sent it
* This treats the symptom rather than the cause.
* n can be adjusted by changing the constant at the top of UserTextureDownloadService if necessary
|
| |
|
|
|
|
|
| |
an "Exception e" with e.ToString() to eliminate 2 warnings.
|
| |
|
|
|
|
| |
the information for the argument key, opposed to the object the script is in.
|
|
|
|
|
|
|
|
|
| |
vector components of the scale have a difference of less then 4.5 meters.
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
|
|
|
|
|
|
|
|
| |
script that works OK on SL
* Fix for #693: llSetRot malfunction in linked prims causing instance of invisible prim
|
|
|
|
|
|
|
|
|
|
|
|
| |
non-home regions
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
|
|
|
|
| |
packetpool, which somewhere through time got lost/reverted
|
|
|
|
| |
commented out) to find out what CAPS is doing
|
| |
|
|
|
|
|
|
|
| |
* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
|
|
|
|
|
| |
* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
|
|
|
|
|
|
| |
* Thanks krtaylor
|
|
|
|
| |
Life About box when using non-ASCII encodings (bug #769).
|
|
|
|
|
|
|
|
|
|
| |
already have received
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
|
| |
|
|
|
|
|
| |
Thanks to DrSchofld for pointing this out.
|
|
|
|
|
|
|
| |
* Should help stop any InvalidOperationExceptions caused by concurrent read/write
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
|
|
|
|
| |
is deleted from the region
|
|
|
|
|
|
| |
* Now the operation will just fail and post a message to the log instead, which may be mysterious to the client but isn't so brutal
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* Thanks for DrScofld for drawing attention to this
|
|
|
|
|
|
|
|
| |
structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs.
[yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
|
|
|
|
|
|
|
| |
user from logging in a second time if they're already registered as logged in;
* If a user logs in and they are noted as agentOnline. Set agentOnline = false and send a 'you're already logged in' message to the user asking them to wait 5 minutes. These 5 minutes are not enforced (because there's no foolproof interlock release yet without the grid operator getting a support call for every little sim crash). When the user gets the message, they can log-in immediately after it, but the user can expect weird results if they don't wait 5 minutes and log-in to the region they were in previously.
|
|
|
|
|
|
|
| |
location box and go to that region if it's there. If no close match was found, it sends you home. This is tested on mySQL. There's untested code on grids that are based on sqlite and MSSQL. The SQL statements *should* be right, but your results may very.
* Ex, if you want to go to Wright Plaza, you simply need to type Wright Plaza in the start location in the client when you log-in.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Server now listens to the client's start location request for 'home' or 'last' and sends the user to the home location or the last location.
|
|
|
|
| |
continue from the same position in the next login (only with MySQL at the moment)
|
|
|
|
| |
AssetCache for it if we know it's missing.
|
|
|
|
|
|
|
|
| |
inventory (again)
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)
|
| |
|
|
|
|
|
|
| |
* Tell the log whether the sim is started in standalone or grid mode
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
|
| |
|
| |
|