| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
| |
inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
|
|
|
|
|
|
|
|
|
| |
* Now, emptying the trash should remove folders and the items they contain as well as items which were not in a subfolder.
* This will only work once both the region and grid servers have reached this revision.
* You may also need to clear your cache before this will work
* Refactoring to follow.
|
|
|
|
|
|
|
|
| |
this will work for sqlite and nhibernate, but will be ignored for
mysql and mssql (reverting to their ini files) until someone writes
that bit.
|
|
|
|
|
|
|
| |
* On standalone, folders (and their items) should now be persistently deleted on trash emptying, as well as immediate child items
* An implementation for grid mode will follow.
|
|
|
|
| |
places other than directly under "My Inventory" should now be stored
|
|
|
|
|
|
|
|
| |
InventoryFolderImpl carried out by CachedUserInfo
* These will do temporarily pending refactoring
|
|
|
|
|
|
|
|
| |
will be soon
* Add locking to InventoryFolderImpl class - need more though.
|
|
|
|
|
|
|
|
| |
to create folder, move folder and purge folder.
* Old 1.18 get folder functionality requires a little more consideration
|
| |
|
|
|
|
|
|
|
|
|
| |
received by a region from the inventory service
* This replaces the old behaviour of failing straight away, which could cause lost updates if the inventory service was slow in responding
* This is the first baby step to making all inventory requests behave this way, to reduce inventory lossage
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
|
|
| |
* A much more significant fix is required to clean up the cache when a user moves out of a region, but really better handling of delayed inventory cache updates needs to be
written first, and possibly better affinity to cut down agent inventory requests when the move is between two regions hosted on the same server.
|
|
|
|
| |
first point of call rather than the grid owner
|
|
|
|
|
| |
* This fixes chi11ken's/OpenViewer's libsl cap issue.
|
|
|
|
|
|
|
|
|
|
| |
fixed path
* This allows caps requests to be routed to regions where the agent is currently a root agent instead of the region that they logged into as it did previously.
* This fixes a wide variety of bugs related to 'can't do X once i've crossed a border'.
* The first seed cap request fails, the second one works. (this generates an error message on the console)
* Experimental.
|
|
|
|
|
|
|
|
|
| |
rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards
* Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
|
|
|
|
|
|
|
|
|
| |
delivery from the inventory service
* This will reduce failures where the inventory server is simply slow
* Still need to properly inform the user if the inventory service has failed altogether
|
| |
|
|
|
|
|
|
|
|
|
| |
before the region had completely received the inventory for the user.
* A much larger race condition where the inventory request could be made before the region gets any data at all will also be fixed in the near future.
* This change also fixes a regression from two patches ago where items stopped appearing in standalone inventory
|
| |
|
|
|
|
|
|
|
|
| |
at once, rather than each individual
* This is required in order to work towards eliminating some inventory race conditions and to better deal with situations where a grid inventory server is slow or not responding.
|
|
|
|
| |
more readable, and make RootFolder get only
|
| |
|
| |
|
| |
|
|
|
|
| |
Preparation for handling inventory problems where the inventory server receives a request and never responds, or is late in responding
|
| |
|
|
|
|
|
|
|
| |
actually a little more work than I expected given the copious
use of out params.
|
|
|
|
|
|
| |
to reflect what they really are.
|
|
|
|
| |
what just went wrong
|
|
|
|
|
|
|
|
| |
* wrap attributes in properties
* clean up names a little bit
* clean up name styles
|
|
|
|
|
|
|
|
| |
* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
|
|
|
|
|
|
| |
Patch to remove commented NotImpemented calls from within implemented script functions
|
|
|
|
| |
to one
|
|
|
|
|
|
|
|
|
|
|
|
| |
affect once the region and the grid servers have upgraded to this revision
* You may also need to clear your cache before seeing any effect.
* These fixes may or may not affect inventory on the RC client.
* These fixes should make non-root folders work better, stop inventory failure on first login, allow trash to be emptied and make texture picker in object edit view work properly
* Fixes are 1) make initial root folder request wait for async inventory delivery, 2) deliver all folders in the initial login skeleton, not just the root child ones and 3) deal
with situations where we receive child folders from the inventory service before their parent is received.
|
|
|
|
|
|
|
|
|
| |
than just the root child folders
* This may resolve some current problems with non root child folders on standalone installations.
* A fix for the same problem in grid mode will come soon.
|
| |
|
| |
|
|
|
|
|
|
|
| |
now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
|
|
|
|
|
|
| |
* Reduce 'asset not found' console debug spam
|
| |
|
|
|
|
| |
asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
|
|
|
|
| |
functions are no longer in AssetCache
|
|
|
|
|
|
|
|
| |
ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
|
| |
|
|
|
|
| |
happening due to locks in the AssetCache and Texturedownload module. Where the thread from the Asset thread would be take a lock on a list in the asset cache and then try to call the Callback into the texturedownload module and hit a lock in there which was held by a ClientView thread- which at the same time would be trying to request another texture from the cache and be hitting the lock in there held by the IClientAPI. The result each thread waiting for the other one to release a lock. And as one of those was the ClientView process packet thread. No more packets from that client could be processed. For now I've made a copy of the list in AssetCache so that it can release the lock. I'm doing more work on assets (moving the client asset downloading to a module ), so will hopefully change this into a better method once I've cleaned over things up a bit.
|
|
|
|
|
|
|
|
|
|
|
|
| |
an image
* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
|
|
|
|
|
|
|
| |
* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
|
|
|
|
|
|
|
| |
* As such, only a request for a non cached asset, the response and failures show up now.
* I know lbsa71 only put these in not long ago, so if they are really still required, I think we should think whether we can move the default log4net level off 'Debug'
|
|
|
|
| |
compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
|