| Commit message (Collapse) | Author | Age | Files | Lines |
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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However, even before these change the five textures moved
are not displaying (which is why default cubes are coming up as grey plywood unless you happen to have that texture cached). These
were working before so they must have broken in the last month. Might be something to do with the fact that these identify (using file
under linux) as jpeg2000 files, while all the other working textures identify simply as data.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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resolving inventory problems
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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selection box
unless previously expanded in inventory.
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Works with LibSL rev>1532
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whether an asset was actually found or not
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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0000188: Clean up of some AssetCache.ProcessAssetQueue() code
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* The AssetServerBase is now responsible for dequeueing, the server implementations merely recieves ProcessRequest( AssetRequest req )
* Catchall added around queue processing thread so thread won't abort on exceptions.
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than 1500characters can cause looping crash.
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inventory
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Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
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notice of doom
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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
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fire twice
* started to refactored throttling method
* some code convention refactorings
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SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
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rezzing them in another region.
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standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
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This also seems to fix the problem of Body parts not being persisted properly.
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two regions trying to add a user to the AssetTransactionManager at the same time. So have placed a lock around the Dictionary add.
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properties window
From Justin Casey (IBM)
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This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
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correctly
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* AssetCache now ignores duplicate uploads
* some m_ refactoring
* ignored some bins
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somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice.
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that I haven't set the post url correctly)
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fitting name. As the call shouldn't actually return the data, but just add a request for the data to be sent back via the callback.
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want to test to see if this fixes anything (but it could just as well break grid assets even more).
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added, and that that place is thread-aware.
* Refactored it to TryGetValue instead of Contains
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retrieval of assets from the asset server
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