| Commit message (Collapse) | Author | Age | Files | Lines |
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inventory descendents packet which exceeds a certain size is not being received by the client due
to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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spew in the debug when land was selected
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selection box
unless previously expanded in inventory.
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* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
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null objects?)
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Works with LibSL rev>1532
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* 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
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* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
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on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
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* Added Locking while the Copy is taking place.
* Added an error message to describe what's actually happening.
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works, but the actual ban lines, etc are not done.
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* Now sending South and East cords to the terrain editor..
* No new functionality from a user perspective
* Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
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reuse packets)
* some work on encapsulation, code convention compliance and beautification.
* also, some ignores
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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to handle starting/stopping of the typing animation.
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cause a different synchronization issue in other
shutdown routines, though I'm not sure why
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and properties to the top of the class definition.
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inventory
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current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
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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.
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notice of doom
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misc cleanup and code convention fixes.
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* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
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of the Packet to set the throttles
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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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Note: only tested in grid mode, and emptying trash is still not implemented.
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feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
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of people, but is enough of a change that more should try it out. This
removes 500 lines from ClientView.cs in the process.
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* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
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on the packet queues.
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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.
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fire twice
* started to refactored throttling method
* some code convention refactorings
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strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
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* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
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added handler stubs.
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While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
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