| Commit message (Collapse) | Author | Age | Files | Lines |
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IClientAPI. No user functionality
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client stack. Committed with changes, see Mantis #1810 for details.
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Collapses two locks into one to avoid a situation were a List is
cloned under two different locks, resulting in a bad index in
.NET code.
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are stored in the db.
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the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
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update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
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Actually, the exception handler seems to be a valid execution
path here, this needs some love.
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queue may block indefinitely when a single packet is not acked
by the viewer and no others cwfromfor that region are pending.
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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as triggering a event. Next step to change the terrain packet resending to use these feature.
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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* refactored some member names for readability and ccc (code convention conformance)
* took away two refs from Rest.Inventory since
* System.IO is part of System
* System.Xml.Serialization is part of System.Xml
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
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Allows direct viewing of library scripts from inventory again
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Changes the permissions module to make scripts permissive only when intended
Adds security checks to asset transfers to prevent hacked clients fron
requesting script sources.
Adds security checks to llClientView to verify all aspects of ownership
and permissions for inventory based script retrieval.
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happens at all)
* Patch from Kurt Taylor (IBM) in http://opensimulator.org/mantis/view.php?id=1720
* Thanks Kurt!
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Addresses both locale issues and setting the waterHeight correctly.
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parameter should be set to the the ParcelMediaCommandEnum value. While flags seems to need to be set to (uint)(1<<[value of the command enum])
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IClientAPI. These methods have not been tested, but feel free to start wiring them to llParcelMediaCommandList.
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instead of 4 at a time
* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches
* See http://opensimulator.org/mantis/view.php?id=1662 for more details
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not break trunk.
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* Added IClientAPI.SendTexture stub.
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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something else
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same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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override the default method of calculating how many prims a parcel can have.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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the client thread terminating when creating a new script.
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commit
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