| Commit message (Collapse) | Author | Age | Files | Lines |
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
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design,""
This reverts commit a90b0e302c110068cec0ee7109e796d2d5fdab4d.
Sorry, accidentally reverted this completely by mistake, reverting the revert.
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This reverts commit 6e7f13a72d4e43f8ca564247e0b56bf5706bbdb1.
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the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
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problem resolution.
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ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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only ever using the root part entry.
This eliminates some pointless memory use.
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-1. Not sure if there's a reason for it, but I'm changing it to the given folder type.
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do NOT CHANGE THIS, needed for HG 2.0)
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listeners, these are redundant. Replace a few magic numbers with FriendRights enum already used elsewhere.
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caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
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functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
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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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creations and getting contacted from other grids. Incoming HyperGrid teleports can also be restricted to local users.
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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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analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
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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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<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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grid call would try and contact the wrong uri. Also fixes the build from df960d5
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during LLUDPServer.HandleUseCircuitCode()
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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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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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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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http://opensimulator.org/mantis/view.php?id=2607
Signed-off-by: nebadon <michael@osgrid.org>
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agent id anyway
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STATISTICS to count the number of times clients are disconnected due to ack timeouts.
This has been broken for a long period and would only ever show 0.
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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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existing fetch hasn't responded before a timeout.
This is to stop a high priority image/texture request from blocking the entire download queue if its asset fetch got dropped for some reason.
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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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This allows a way to manually clear pending image queue requests for debug purposes
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adjustment commit.
Left in the method doc.
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