| Commit message (Collapse) | Author | Age | Files | Lines |
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* Implements the SendInitiateDownload method in IClientAPI
* Uses the ITerrainModule Interface to write a terrain file to disk then uses a FileStream to read the binary file from the disk and put it in a byte array. and save to the xFer list.
* It then tells the client to download the file and the client initiates an Xfer request.
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From: Sean Dague <sdague@gmail.com>
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From: Sean Dague <sdague@gmail.com>
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* Remove duplicate test part
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it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
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part method
* miscellaneous doc/log message changes
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From: Sean Dague <sdague@gmail.com>
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changes
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and removal.
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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RootPart and adding the part separately
* Make RootPart read only
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* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
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regions that XmlRpcCreateRegion will create: if region_limit is != 0
then XmlRpcCreateRegion will only create a new region if the number of
regions already existing is below region_limit.
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This patch addresses mantis bug 2576.
http://opensimulator.org/mantis/view.php?id=2576
Briefly, if you call llDie from many scripts at the same time (say a
build is cleaning up excess objects) then OpenSim deadlocks. Avatars
are unable to move, and whilst the console is active you can't do much
without it also locking up. This only occurs with the XEngine script
engine enabled.
I have attached a patch which works, but I'm not sure its the right way
to address the problem. The fundamental problem is that a lock on a
SceneObjectGroup's m_parts is taken when the object is deleted, a
callback to the script engine occurs and a fair way down the callchain,
potentially there are locks taken on several other SceneObjectGroup's
m_parts. Deadlock then occurs if you get unlucky enough
to get in the situation where with several llDie's are called and
SceneObjectGroups
have taken a lock on their own m_parts, and end up waiting on each
other's
locks to become available.
The patch adds a lock at a high level so that that the removal of script
instances
from an object only occurs once per scene at a time. This avoids the
potential
of deadlock. Theoretically there could be some performance hit but
AFAICT
the path taken is not a common occurrence.
Would welcome any suggestions for a better solution, otherwise feel free
to apply :-)
Note this patch was built against the 0.6.0 freeze as trunk was
rather broken for me this morning (creating a script killed the client
connection).
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proxy messages were not properly decoded.
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stops
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an avatar moves.
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Our feet will now be above ground
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A tube on a pole is a bit less "flubbery" so maybe this is
the right direction.
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groundwork.
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the LSL constants.
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calculating mass.
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* Items will now be locally cached for only 24 hours from last access. (Rather than until restart)
* Caveat: Implementing the new caching mechanism means statistics gathering on AssetCache is no longer functional. (Justin - you might want to take a look and see if you can somehow get that back and running if you still need it)
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* Licensed under MPL License.
* Adding to be used in the AssetCache, this cache allows you to do things like specify rules on when cache items should be removed (ie 24 hours since last access, etc).
* No code changed in this commit.
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convention
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It is required by group IM and also for a proper implementation of item
give, group notice attachments and offline IM.
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This patch is two script that fixes a issue when adding more
then 1 avatar to estateban/estatemanager list. It removes a
key and adds a index to the tables.
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a more meaningful name of 'detectedParams'.
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When the given address to CheckRegion is wrong, it crashes
the whole server. Patch included.
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PRIM_TEMP_ON_REZ and PRIM_MATERIAL are not implemented in
llSetPrimitiveParams so support for these is in the patch.
Also two deprecated functions throw errors. They are changed
to behave as in SL: llSetPrimURL - Does nothing except the sleep
(currently commented out) & llRefreshPrimURL shouts
"llRefreshPrimURL - not yet supported" on the error channel
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PacketQueue getting disabled.
* This means the recent memory fix should now be working correctly - so the current largest memory leak should be fixed. AssetCache still needs to be addressed however.
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never called, causing the PacketQueue for dead clients to be preserved (including it's contents).
* This patch is highly experimental and may cause clients to not be able to connect, if this is the case, it will be rolled back in approximately 5 minutes.
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* Tedd will need to fix properly.
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