| Commit message (Collapse) | Author | Age | Files | Lines |
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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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packet per prim. More to come as we change to make use of this.
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setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
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passed a null node reference.
Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
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without a getter
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sends entity updates (including presence ones), not just prims.
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instrument to see packet expiry and received acks
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This is moved into ScenePresence for now as a general facility
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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been attachments were sending their old attachment values to the client.
The root part state is the canonical value, so always send that instead.
Sending conflicting attachments states for non-root parts of a rezzed object is enough to crash the client.
Fixes http://opensimulator.org/mantis/view.php?id=5664.
Many thanks to mewtwo0641 for some fantastic qa work on this one.
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pointless duplication of identical values
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removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
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agent
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This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
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