| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
texture ids were available for the rebake request
|
|
|
|
| |
image manager (udp texture fetch). No significant functional changes.
|
|
|
|
| |
Despite the code comments we never actually null it.
|
|
|
|
| |
to reduce potential code complexity and make code reading easier.
|
|
|
|
| |
hunting. No functional changes.
|
| |
|
|
|
|
|
|
| |
As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars. This is done via the AvatarAppearance packet instead.
Tested this back to viewer 1.23.
Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
|
|
|
|
|
|
|
|
| |
AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
|
|
|
|
| |
These were entirely unused.
|
|
|
|
|
|
|
|
| |
in the same thread rather than on another one.
The caller is already an async thread from LLClientView so this doesn't hold up the client.
However, launching on a separate thread does remove the effect of m_setAppearanceLock
This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
|
| |
|
|
|
|
| |
in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
|
| |
|
| |
|
| |
|
|
|
|
| |
This checks that the initial UseCircuitCode packet is handled correctly for a normal client login.
|
|
|
|
|
| |
The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
|
|
|
|
|
|
|
|
|
| |
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
|
|
|
| |
It appears that this is entirely unnecessary since the poll http handlers are dealt with on a separate code path.
|
|
|
|
|
|
|
|
| |
url for all users
This meant that if a user exited the region, the UploadTexture handler would be effectively removed for everyone, causing subsequent failures.
This hopefully resolves the recent UploadTexture LLSD problems
This was a regression in 5640f2e (Thu Dec 1 23:24:15 2011 +0000)
|
|
|
|
|
|
|
|
| |
of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This has been handled by WebFetchInvDescHandler.Fetch() for some time.
|
|
|
|
| |
contains no instance code
|
|
|
|
| |
FetchInvnetoryDescendents2 caps active at once
|
|
|
|
|
|
| |
descendents cap to fail.
Introduced just a few commits ago in 0688861
|
|
|
|
|
|
| |
WebFetchInventoryDescendents.
Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
|
|
|
|
|
|
| |
Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings
These cover a wider range of types.
|
|
|
|
|
|
| |
not just root ones.
Also adds scene name and client type (root|child) to logged information.
|
| |
|
|
|
|
|
|
| |
EventQueueGetModule since this is immediatley replaced by a poll server handler.
This allows us to comment out a bunch of code and simplify the codebase and readability.
|
|
|
|
| |
This will log outgoing event queue message names if turned on.
|
|
|
|
|
|
| |
HGFriendsModule.GetOnlineFriends() then spit out a warning rather than failing on the String.Substring().
This is to progress http://opensimulator.org/mantis/view.php?id=5789
|
|
|
|
|
|
|
|
|
|
| |
OutPacket() must be called within the m_killRecord lock. Otherwise the following event sequence is possible
1) LLClientView.ProcessEntityUpdates() passes the kill record check for a particular part suspends before OutPacket()
2) Another thread calls LLClientView.SendKillObject() to delete the same part and modifies the kill record
3) The same thread places the kill packet on the Task queue.
4) The earlier thread resumes and places the update packet on the Task queue after the kill packet.
This results in a ghost part in the sim that only goes away after client relog.
This commit also removes the unnecessary m_entityUpdates.SyncRoot locking in SendKillObject.
|
|
|
|
| |
packet per prim. More to come as we change to make use of this.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
|
|
|
| |
SceneGraph property.
|
|
|
|
|
| |
setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
|
|
|
|
|
|
| |
passed a null node reference.
Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
|
|
|
|
|
|
|
|
|
| |
of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
|
|
|
|
|
|
| |
BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler
Actually doing the tear down appear to have no ill effects with region crossing and teleport.
|
| |
|
|
|
|
| |
registers an http poll
|
|
|
|
| |
without a getter
|
| |
|
|
|
|
| |
sends entity updates (including presence ones), not just prims.
|
| |
|