| Commit message (Collapse) | Author | Age | Files | Lines |
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descriptive of what it actually does
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* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
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Note: New file, run prebuild.
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immedietly.
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* Experimenting with the PacketPool mechanism.
* It's still disabled in the code, however there's now a flag to enable it.
* Converted to use Generic Collections vs Hashtables, also now uses a list of 'OK to pool' packets, starting with the high volume PacketAck packet.
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* Add missing PARCEL_MEDIA_COMMAND_* constants
* Fix a copy/paste error in SendParcelMediaUpdate
llParcelMediaCommandList should work now
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the new surface touch parameters in 1.21 viewers.
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for the new surface touch parameters in 1.21 viewers.
TODO: add the touch args to OnGrabObject and OnDeGrabObject.
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statements and spells dlls correctly
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actually processing that packet
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* No functional tests yet
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related to regionflags and capacity. I'm sorry, the object capacity that you dialed is not valid.. please check the number and dial again.
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The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
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* I suspect the restriction stopped the very large number of packet resends that occur on certain operations, which led to other failures.
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* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
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* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
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* without this, the client appears to reset the sequence of packets its expecting
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than bytes per second
* Changing network bandwidth in the preferences will now have a much more noticeable effect - a user may want to increase this if data is being slow to download from opensim
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Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
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* Initial implementation
* You'll only be able to seen green dots on regions on the map that have been updated.
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regions.
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Introduce a resend counter on the ack queue. The header "Resent" field is
now obsolete. Implement 3 resends on reliable packets, variable.
Increase default resend timeout to 3000ms and default silence threshold
to 350ms.
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craters go away.
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Thise were client supplied untrusted values we never used anyway.
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* refactoring
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values for the total throttle (the one that throttles all packet output)
* Not complete yet
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
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- Removed MapBlockData.Flags; it isn't used anywhere (maybe MapBlockData.RegionFlags replaced it?)
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- Implemented llMapDestination.
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from the last commit
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* This actually probably doesn't make a huge difference. We still end up resending a massive number of packets in quite a few situations, but it's not easy to consistently
reproduce this.
* Might really need some throttling of packet send to the client on the OpenSim end.
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