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path: root/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs (follow)
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* force objectId to UUID.Zero for non-overridden animations in AvatarAnimation ↵dahlia2011-01-171-1/+4
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* objectId in AvatarAnimation packet should be UUID.Zero for non-overridden ↵dahlia2011-01-171-2/+0
| | | | animations
* Implement SendPlacesReplyMelanie2010-12-301-0/+54
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2010-12-231-6/+12
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| * * Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)2010-12-231-6/+12
| | | | | | | | | | | | * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
* | Removed unused code -- this was the previous version of UDP texture sending, ↵Diva Canto2010-12-231-24/+16
|/ | | | which now lives entirely in LindenUDP space.
* * Adds AbortXfer to the ClientAPI mixTeravus Ovares (Dan Olivares)2010-12-211-0/+7
| | | | | | * Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time. * Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes. * The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
* minor: 'debug packet' console command level <= 50 then don't log ↵Justin Clark-Casey (justincc)2010-12-171-5/+8
| | | | ImprovedTerseObjectUpdate messages
* Put in locks on m_killRecord to replace changed locks on ↵Justin Clark-Casey (justincc)2010-12-151-193/+200
| | | | | | | m_entityUpdates.SyncRoot These locks are necessary to avoid a delete/update race condition for scene objects. However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritization
* Another stab at #LoginLag. Looking forward to hear the feedback! This makes ↵Diva Canto2010-12-141-2/+23
| | | | updates for self movement as absolute top priority, going in to the unthrottled category. Self only, not other avies.
* Relax a highly constraining lock on m_entityUpdates that may be preventing ↵Diva Canto2010-12-141-126/+127
| | | | reprioritizations from actually happening. #LoginLag
* Revamp the viewer -> banlist packet processing so fix a number of bugs.Melanie2010-12-131-3/+7
| | | | | | | Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties method that takes a GroupPowers argument to specify what action is to be taken. Also, make the method to set parcel data much more granular. Permissions in a deeded setting should now work.
* Revert "Another stab at mantis #5256"Diva Canto2010-12-101-20/+19
| | | | This reverts commit ccb4f958c0dbb2daad4249a6b97d1c0b008b6a47.
* Another stab at mantis #5256Diva Canto2010-12-101-19/+20
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* Revert "A stab at mantis #5256. Separate ScenePresence updates from ↵Diva Canto2010-12-101-150/+128
| | | | | | SceneObject updates, and place them in different queues." This reverts commit f84905e2949d61239c8bff815f8061a9435c124c.
* A stab at mantis #5256. Separate ScenePresence updates from SceneObject ↵Diva Canto2010-12-101-128/+150
| | | | updates, and place them in different queues.
* Stop LLUDPServer sending updates after object deletes by always queueing deletesJustin Clark-Casey (justincc)2010-12-021-14/+18
| | | | | | | | If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately. Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates. In tests, this doesn't appear to affect performance. There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
* Fix gesture and viewer preview sounds not playingMelanie2010-11-171-2/+3
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* provide avatar name in log if an exception ends up at the top of an async ↵Justin Clark-Casey (justincc)2010-11-121-2/+3
| | | | packet processing stack
* Fix logins and avatar appearance. Contains a Migration. May contain nuts.Melanie2010-10-301-0/+1
| | | | | | This will cause visual params to be persisted along with worn items. With this, alpha and tattoo laters will be saved. Multiple layers MAY work, but not tested because I don't use Viewer 2.
* READ CAREFULLY!!! This is a BROKEN commit. It is UNTESTED and INCOMPLETE.Melanie2010-10-301-6/+15
| | | | | | | | | It contains a major interface version bump and will NOT work with earlier grid services. This is preliminary work that will lead to layers support. Rest appearance services are commented out completely, they will have to be adapted by someone who actually uses them. Remote admin is working, but has no layers support. There is no layers support in the database. Login likely won't work. You have been warned.
* Merge branch 'dev-appearance'Melanie2010-10-291-4/+4
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| * Major refactoring of appearance handling.Master ScienceSim2010-10-201-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | AvatarService -- add two new methods, GetAppearance and SetAppearance to get around the lossy encoding in AvatarData. Preseve the old functions to avoid changing the behavior for ROBUST services. AvatarAppearance -- major refactor, moved the various encoding methods used by AgentCircuitData, ClientAgentUpdate and ScenePresence into one location. Changed initialization. AvatarAttachments -- added a class specifically to handle attachments in preparation for additional functionality that will be needed for viewer 2. AvatarFactory -- removed a number of unused or methods duplicated in other locations. Moved in all appearance event handling from ScenePresence. Required a change to IClientAPI that propogated throughout all the IClientAPI implementations.
* | Deleted a verbose and unneeded log message.Diva Canto2010-10-211-1/+1
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* Send kill packets for avatars, tooMelanie2010-09-171-0/+4
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* Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)2010-09-171-1/+6
| | | | | | | | | Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
* extend m_entityUpdates.SyncRoot lock in LLClientView.ProcessEntityUpdates() ↵Justin Clark-Casey (justincc)2010-09-151-49/+49
| | | | | | | | | to reduce scope for kill/update race conditions This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks However, evidence suggests that there is still a kill/update race somewhere
* Improve generic message exception logging. Quieten down complaints about ↵Justin Clark-Casey (justincc)2010-09-131-2/+4
| | | | unhandled GenericMessages
* Formatting cleanup.Jeff Ames2010-09-121-132/+129
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* Prevent child agents from being blacklisted in the kill record.Melanie2010-09-111-3/+6
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* Rolling back the recent libomv update but keeping the ExpiringCache cleanups ↵John Hurliman2010-09-071-3/+3
| | | | (as much as is possible). There was a report of non-finite avatar positions after the update
* * Cache null account responses in the SimianUserAccountServiceConnector to ↵John Hurliman2010-09-071-3/+3
| | | | | | avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
* Remove "Dwell" support from core and replace it with calls to methodsMelanie Thielker2010-09-051-1/+5
| | | | on IDwellModule
* Show when appearance is sent to an avatar to help track down failureMelanie Thielker2010-09-021-0/+1
| | | | \to display avatars
* reinsert functionality to debug log more levels of incoming and outgoing ↵Justin Clark-Casey (justincc)2010-08-311-9/+43
| | | | | | | client protocol packets These levels correspond to packets that one isn't usually interested in when debugging (e.g. regular outgoing SimStats packets) This is equivalent to what we had a year ago before it was removed. It's extremely crude since it doesn't allow one to pick individual clients or packets. However, it can still be useful when debugging packet race conditions.
* Implements parcel media setting persistence and packet / CAPS handlingJonathan Freedman2010-08-301-62/+70
| | | | | | properly for the new media settings. Signed-off-by: Melanie <melanie@t-data.com>
* Replace hardcoded 0 with KickFlags provided by the client.Justin Clark-Casey (justincc)2010-08-281-1/+1
| | | | This finally completes http://opensimulator.org/mantis/view.php?id=4356 where this change had been accidentally removed. Thanks Revolution.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-08-261-1/+19
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| * Reinstate kill record check that prevents an entity update being sent to a ↵Justin Clark-Casey (justincc)2010-08-261-1/+19
| | | | | | | | | | | | | | client after it has been told that the entity has been deleted. On Linden Lab clients and some derivatives, receiving an entity update after an entity deletion notice results in an undeleteable prim that disappears upon client relog. This check was dropped in 0.7 for unknown reasons but renewed testing demonstrates that queued updates can still be present after a scene object has been deleted.
* | Send a null result search packet when no results are passsed inMelanie2010-08-261-1/+4
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* Plumb the region type through to the ProductName field in estate messagesMelanie2010-08-241-2/+2
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* Remove various warnings and improve logging messages. No functional changes.Justin Clark-Casey (justincc)2010-08-231-2/+0
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* Don't allow oversized search reply packetsMelanie Thielker2010-08-211-17/+42
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* * Changed a few OSD.FromBinary() calls to the more accurate OSD.FromULong() ↵John Hurliman2010-08-171-1/+1
| | | | to fix the build
* Work on TeleportStart: renamed method from TeleportLocationStart to ↵Diva Canto2010-08-161-4/+15
| | | | TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
* minor: remove mono compiler warningsJustin Clark-Casey (justincc)2010-08-131-3/+2
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* On shift-copy of an object, set up a new physics actor (as appropriate) for ↵Justin Clark-Casey (justincc)2010-08-101-0/+4
| | | | | | every copied prim, not just the root This addresses http://opensimulator.org/mantis/view.php?id=4295
* Handle incoming ObjectImage (TextureEntry) updates synchronously rather than ↵Justin Clark-Casey (justincc)2010-08-101-1/+5
| | | | | | | asynchronously At least on stock Linden clients, updating the texture on all faces of the prim will actually send an ObjectImage packet for each update. There is a race condition if these are handled async, meaning that occasionally not all of the faces are correctly updated.
* In my crusade against facelights, I am striking the killing blow. Add aMelanie2010-08-081-0/+21
| | | | | | DisableFacelights option to OpenSim.ini to finally kill those immersion- breaking, silly vanity lights that destroy nighttime RP. Girls, you look just fine without them. Guys, you too. Thank you. Melanie has left the building.
* Correct display of landmark about info. Also correct region maturity ratingMelanie Thielker2010-08-071-3/+3
| | | | | in LM info. Maturity is NOT the parcel's setting, that is only for the image and text. Parcel maturity is governed by region maturity.