| Commit message (Collapse) | Author | Age | Files | Lines |
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and then tries to save it to the database.. where it was going wrong, is the database had a check to do *nothing* when it got a null useragent. I made it delete the userAgent row. This should be a good enough fix to solve the problem. It still needs to be looked at by a DB guy
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* Revert this once we get a working logoff.
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Linux clients.
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identified as the reason libsl can't currently connect to OpenSim.
Patch from Justin Casey (IBM)
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issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
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to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
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As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
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working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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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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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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cache to fix it.
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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code to LoginResponse).
And as a test each user signing in will get the test account ("Mr OpenSim") as a friend (online/offline status will not currently show up)
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correctly
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simultaneously. (queues)
* This is a temporary fix to prevent an issue with adjohn reported when attempting to login large numbers of users in a short period of time.
* A rewritten login service is on the cards.
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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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standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified.
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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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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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under the MS .net Runtime, but was fine with mono.
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OpenSimAssetSet.xml file, weren't actually getting added to the database). This should make textures/assets work again with db4o, but still seems a problem with sqlite
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* Fixed introduced bugs in ScenePresence
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into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
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* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
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assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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Run this on a major grid, and weep
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resources from REST based web-services.
Currently it supports a barebones scheme for specifying the path of the resource and querying asynchroneously. POST method is still wacky and a good solid scheme for handling timeout still remain.
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