| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
| |
before CustomizeResponse is called (this one redundant).
|
|
|
|
|
|
|
|
| |
caused by other usermanager usage
This should stop the regular spurious messages in the grid user console
|
|
|
|
| |
the current NullReferenceException based one
|
|
|
|
|
|
|
|
| |
subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
|
|
|
|
|
|
| |
Message to confirm inventory retrieval rather than simply
relying on the absence of a not found message.
|
|
|
|
|
| |
0000188: Clean up of some AssetCache.ProcessAssetQueue() code
|
| |
|
|
|
|
|
|
| |
* 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.
|
|
|
|
| |
calls
|
|
|
|
| |
than 1500characters can cause looping crash.
|
| |
|
|
|
|
| |
inventory
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
notice of doom
|
|
|
|
|
|
|
| |
themsevles about an agent behind the agent's back.
* Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
|
|
|
|
|
|
|
|
| |
inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
|
|
|
|
|
|
|
|
|
| |
no root folder is found and it makes the user server wait longer for the
inventory server to do its work.
From Justin Casey (IBM)
|
|
|
|
| |
decoding (used by CAPS) works again.
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
fire twice
* started to refactored throttling method
* some code convention refactorings
|
| |
|
|
|
|
|
| |
* Tagged Verbose("msg",...) as obsolete. Please use Verbose("AREA","msg",...) instead.
|
| |
|
|
|
|
|
|
|
|
|
| |
SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
|
| |
|
|
|
|
| |
rezzing them in another region.
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
| |
This also seems to fix the problem of Body parts not being persisted properly.
|
| |
|
|
|
|
|
|
|
| |
grid, so likely to have problems on a larger grid with more people?
To use , both the user server and Inventory server need to be running this latest revision. (older regions should be able to still be used, just the user won't have inventory on them). Also and HERE IS THE BIG BREAK ISSUE, currently, so that the initial inventory details for a user are added to the inventory db , you need to recreate the accounts using the user server "create user" feature. It should be quite easy to manual populate the inventory database instead but I someone else will need to look into that) Also I've only tested using SQLite as the database provider, there is a Mysql inventory provider but I don't know if it works (SQLite is set as default, so you will need to change it in the inventory server config.xml)
|
|
|
|
| |
two regions trying to add a user to the AssetTransactionManager at the same time. So have placed a lock around the Dictionary add.
|
|
|
|
|
|
|
|
|
| |
properties window
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
| |
Should fix libsl login ability. No long breaks my login
to test environment.
|
|
|
|
|
|
|
|
| |
specific user.
* This helps people who have multiple records in their useragent table.
* This update should be looked at.. because really what it should be doing is initiating a grid wide logoff.
|
|
|
|
| |
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
|
|
|
|
|
| |
* Revert this once we get a working logoff.
|
|
|
|
|
|
| |
Linux clients.
|
|
|
|
|
|
|
|
| |
identified as the reason libsl can't currently connect to OpenSim.
Patch from Justin Casey (IBM)
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
|
|
|
|
| |
working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
|
| |
|
| |
|