| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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* 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.
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continue from the same position in the next login (only with MySQL at the moment)
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now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
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the FetchInventoryDescendents CAPS handler. But currently returning empty folder details.
So this commit doesn't actually fix inventory in that client, it just stops the "loading" message being displayed forever next to a folder, and instead shows empty folders.
Next part will be to fill in the details of the items in the folders.
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* Reduce 'asset not found' console debug spam
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dump_assets_to_file set to true. thanks tyre.
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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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.
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functions are no longer in AssetCache
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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.
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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.
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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
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* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
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* 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'
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instances to prevent event race conditions
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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* Resolve a bad logic bug in AssetCache.GetAsset()
* This may make some asset related things work better (possibly getting main map images will now be improved).
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data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
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(my own bug)
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* Add documentation to AssetCache
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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* turned script asset fetching asynchronous
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scene)
* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
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threads so it will be easier to debug.
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CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
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again.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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inventory Database interfaces. This could be useful for adding a item to a users inventory from say a web front end application or some other third party application. [note the method is only currently implemented in the sqlite provider]
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* This may or may not help with the memory leak, need to assess
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* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
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* Should resolve mantis 542
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align classes with file names
* Small amount of ndoc
* This will probably require a prebuild and nant clean
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