| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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
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unhandled GenericMessages
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informative
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(as much as is possible). There was a report of non-finite avatar positions after the update
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avoid repeated requests for missing avatar IDs
* Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
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on IDwellModule
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\to display avatars
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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.
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properly for the new media settings.
Signed-off-by: Melanie <melanie@t-data.com>
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This finally completes http://opensimulator.org/mantis/view.php?id=4356 where this change had been accidentally removed. Thanks Revolution.
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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.
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to fix the build
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TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
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every copied prim, not just the root
This addresses http://opensimulator.org/mantis/view.php?id=4295
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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.
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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.
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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.
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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user's inventory in foreign grids.
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access to Notecards in user's inventory.
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nonworking ownership assignment in SOG, which messed things up before.
No longer trust the client to send the ID of the person something is copied
as, since it allows to run a script with someone else's permissions. Properly
adjust inventory ownership and perms.
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landing collision plane regardless of the actual physics situation. position.Z - AvatarHeight / 6f
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we used to send before slimupdates and explicitly send it
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list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
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this doesn't appear necessary when the prim priorities are adjusted so that root prim updates are always sent before child prim updates.
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to 1 from 3
This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
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Some other stuff snuck in.
This reverts commit 4cc533e7ad94d148351c16f48afd2a688a64c48a.
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important stuff off screen too fast
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a pre agent update handler. Null check these separately.
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parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
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Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
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* Replaced the per-avatar seen update tracking with update flag combining, to avoid overwriting full updates with terse updates
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