| Commit message (Collapse) | Author | Age | Files | Lines |
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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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adjustment commit.
Left in the method doc.
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monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
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This is so that we can inspect the image download queue (texture download via udp) for debugging purposes.
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image manager (udp texture fetch). No significant functional changes.
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Despite the code comments we never actually null it.
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As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars. This is done via the AvatarAppearance packet instead.
Tested this back to viewer 1.23.
Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
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AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
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These were entirely unused.
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in the same thread rather than on another one.
The caller is already an async thread from LLClientView so this doesn't hold up the client.
However, launching on a separate thread does remove the effect of m_setAppearanceLock
This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
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in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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not just root ones.
Also adds scene name and client type (root|child) to logged information.
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HGFriendsModule.GetOnlineFriends() then spit out a warning rather than failing on the String.Substring().
This is to progress http://opensimulator.org/mantis/view.php?id=5789
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OutPacket() must be called within the m_killRecord lock. Otherwise the following event sequence is possible
1) LLClientView.ProcessEntityUpdates() passes the kill record check for a particular part suspends before OutPacket()
2) Another thread calls LLClientView.SendKillObject() to delete the same part and modifies the kill record
3) The same thread places the kill packet on the Task queue.
4) The earlier thread resumes and places the update packet on the Task queue after the kill packet.
This results in a ghost part in the sim that only goes away after client relog.
This commit also removes the unnecessary m_entityUpdates.SyncRoot locking in SendKillObject.
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