| Commit message (Collapse) | Author | Age | Files | Lines |
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Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
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Packetpool code.
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These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
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easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
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bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
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even test compiled.
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race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
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now conforms to the behaviour in SL.
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This better reflects the long-term purpose of that project and matches Monitoring modules.
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synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
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simultaneously (e.g. ack timeout and an attempt to reconnect)
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This can always be retrieved via the LLUDPClient and is so done in various places already.
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This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
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IClientAPI.RemoteEndpoint.
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attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
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outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
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else's hud, then don't still add it to the list of blocks for the update message.
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up the sound pipeline in the viewer.
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non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
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duplicate code
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debug packet level
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available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
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duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
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This adds name and description of the request handler to http request logging when DebugLevel >= 1
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design,""
This reverts commit a90b0e302c110068cec0ee7109e796d2d5fdab4d.
Sorry, accidentally reverted this completely by mistake, reverting the revert.
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This reverts commit 6e7f13a72d4e43f8ca564247e0b56bf5706bbdb1.
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ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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only ever using the root part entry.
This eliminates some pointless memory use.
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-1. Not sure if there's a reason for it, but I'm changing it to the given folder type.
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do NOT CHANGE THIS, needed for HG 2.0)
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listeners, these are redundant. Replace a few magic numbers with FriendRights enum already used elsewhere.
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caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
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functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
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require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
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folders from the viewer's inventory view. For HG v2.0. More to come
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AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
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makes use of the SLUtil copy via a method rather than each LLClientView loading a separate copy.
As per opensim-users mailing list discussion.
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http://opensimulator.org/mantis/view.php?id=2879
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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http://opensimulator.org/mantis/view.php?id=3731
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http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
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Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
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Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
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