| Commit message (Collapse) | Author | Age | Files | Lines |
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light verbosity to this end
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so threw and exception when attempting to log that we missed an asset and
were waiting for it.
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* ParcelProperties are sent only when needed instead of on any movement
* Terse Updates and other temporary data packets are marked unreliable
* After a certain amount of users, the sim actually sends updates on things less
* Experimental
* Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
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client logout
* This code may or may not be on the right track, but I want to save my work so far.
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Fixed line duplication in console output.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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IInventoryServices so that a check can be done to see if a inventory set exists for a certain user.
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work anyway.
Added js to OpenSim.ini.example.
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* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
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* The immediate upshot is that "show uptime" from the console will now show uptime on all server types (user, asset, grid, etc)
* DEV: This refactoring is far from complete - only just enough to makes the "show uptime" command common accross the servers. More is needed, but in this case it's somewhat like eating cabbage, which I prefer not to do all at once
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* This may help with asset server mysql problems, since both the previous osgrid failures occurred when both a read and write were attempted in the same second
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llTriggerSound, llPlaySound, llPreloadSound.
* Time to make music boxes?
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mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
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below the average maximum MTU of 1500 bytes inc. header. Thanks Alex for reporting this.
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thanks!
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needed to be consistent with the definition of owner_uuid.
They are both varchar(36) now.
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The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
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This is the beginnings of support for storage of region owner in the MySQLManager
table and the use of "owner_uuid".
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socket to external IP instead of internal :)
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of Wright Plaza flow!
* Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
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CONFIG SET section key value value value
CONFIG GET section key
CONFIG SAVE (it saves, but does it save correctly?:)
ScriptEngine will react correctly to any config change made while it is running.
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Added option to try alternate UDP ports if the one configured is in use.
UDP packets are now bound to the actual outside IP address and hopefully won't "randomly" select IP on multihomed systems.
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again with some modifications on Mutex.
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This annoying sleep during startup-problem still sometimes causes exceptions, so added some retry...
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break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
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Fixed small bug in thread counter.
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* Attempt reconnection on fetch and create exceptions.
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
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