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* * Coded around another Null packet sent by the packet poolTeravus Ovares2007-12-261-18/+21
| | | | | * Condensed 8 calls to unmanaged code in ODE down to 1
* FOR http://opensimulator.org/mantis/view.php?id=226 I have a theory that an ↵Justin Clarke Casey2007-12-241-16/+28
| | | | | | | | | | inventory descendents packet which exceeds a certain size is not being received by the client due to something in the network constraining the maximum UDP packet size. This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20. If I'm wrong I'll go back and correct the comments.
* Make copying of scripts into prim inventories more reliable on the first ↵Justin Clarke Casey2007-12-221-2/+10
| | | | | | | | | | attempt when the asset server is lagging by formalising the de facto polling. This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
* minor refactorJustin Clarke Casey2007-12-221-1/+1
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* * Masochistically updated libsecondlife.dll to r1550Teravus Ovares2007-12-221-1/+30
| | | | | | * after some tweaking to the UDPServer all appears to be well * Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
* Initial hookup of update task inventory event. No functionality yet.Justin Clarke Casey2007-12-221-1/+0
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* *Fixed logic issue in LandManager that caused an 'invalid parcel' error to ↵mingchen2007-12-211-0/+1
| | | | spew in the debug when land was selected
* Refix bug where inventory textures don't appear in prim edit texture ↵Justin Clarke Casey2007-12-211-106/+138
| | | | | | | | selection box unless previously expanded in inventory.
* * Remapped the Connection shutdown path.Teravus Ovares2007-12-212-10/+28
| | | | | | | | | * This fixes a *bunch* of Mantis bugs related to the following * -- Neighbouring simulators not appearing after relog * -- Login to simulator only to be logged off by simulator. * -- ThreadAbort * -- Unable to shutdown circuitCode: x
* * Fix for Mantis: 0000229Teravus Ovares2007-12-211-85/+89
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* * Fixed a null NewPack error in ClientView.InPacket (object pool returning ↵Teravus Ovares2007-12-201-28/+32
| | | | null objects?)
* Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames2007-12-203-17/+87
| | | | Works with LibSL rev>1532
* Misc. cleanup:Jeff Ames2007-12-191-23/+6
| | | | | | | * added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers
* *Parcels and their access lists now store over multiple sessions when the ↵mingchen2007-12-181-2/+0
| | | | datastore is sqlite
* * Sakai appears to be having some sort of socket error that we've not ↵Teravus Ovares2007-12-181-0/+18
| | | | accounted for. We're going to assume that our endpoint is okay and continue reading.
* * Added Incomplete Handling of the RegionInfoRequest packet Teravus Ovares2007-12-181-9/+19
| | | | | | | * Added Incomplete Handling of the EstateCovenantRequest packet * Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method * Fixed a race condition with avatar animations
* * Removed the ObjectDisposed error.Teravus Ovares2007-12-181-4/+12
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* * Fix for mantis 0000040 After client logout remote host closed connection ↵Teravus Ovares2007-12-183-8/+58
| | | | | | | | | on Simulator makes sim unuseable->'Closed Connection Called' * I've fundamentally changed a few things, so this is experimental * The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might. * Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
* * Turned all instances of ForEach loops in ClientManager into Local Arrays. Teravus Ovares2007-12-171-2/+2
| | | | | | * Added Locking while the Copy is taking place. * Added an error message to describe what's actually happening.
* Thank you, Kiryu for a patch to fix out of sync error in UDP serverCharles Krinke2007-12-171-15/+7
| | | | | | in the file UDPServer.cs. Submitted by Jeff Ames via Mantis#200
* *Land has now been linked to the StorageManager. Next step is to fill in the ↵mingchen2007-12-171-3/+1
| | | | functions for the different datastore interfaces for Land Objects.
* The "Got a packet from an invalid client" has served its purposeCharles Krinke2007-12-171-1/+2
| | | | | | and is commented out, but is still there to help us if Mr.Murphy decides to teach us (me) a lesson.
* *Adding and Removing Avatars from the Access/Ban List for a parcel now ↵mingchen2007-12-161-6/+30
| | | | works, but the actual ban lines, etc are not done.
* * Added support for multiple terrain blocks to be edited at the same timeTeravus Ovares2007-12-151-4/+7
| | | | | | | * Now sending South and East cords to the terrain editor.. * No new functionality from a user perspective * Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
* * some work on not storing the circuitPack (bad thing if we're going to ↵lbsa712007-12-153-127/+124
| | | | | | | | reuse packets) * some work on encapsulation, code convention compliance and beautification. * also, some ignores
* Grid Inventory feature upgrade: renaming folders should now be correct, ↵Brian McBee2007-12-151-3/+60
| | | | | | | | subfolders work, moving folders works. Tested only in MYSQL, but may work in MSSQL and sqlite. Probably not working in standalone mode.
* Minor cleanupJeff Ames2007-12-134-4/+3
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* Fix for #176 (... doesn't appear in chat bubbles). This also gets the viewer ↵Jeff Ames2007-12-131-13/+12
| | | | to handle starting/stopping of the typing animation.
* put in a try block to catch the ForEach loop dying.Sean Dague2007-12-111-1/+4
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* debug to catch any users of the stop interfaceSean Dague2007-12-111-1/+1
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* consolidate client view exit paths, this seems toSean Dague2007-12-112-37/+33
| | | | | | | cause a different synchronization issue in other shutdown routines, though I'm not sure why
* force a flush before client shutdown, so no important packets are lostSean Dague2007-12-112-7/+48
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* minor restructure of ClientView.cs to get all the attributesSean Dague2007-12-111-105/+93
| | | | | | and properties to the top of the class definition.
* A few minor changes/additions/fixes.MW2007-12-111-0/+3
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* Implementing updateinventoryfolder: Should now be able to rename folders in ↵Brian McBee2007-12-111-0/+14
| | | | inventory
* Refactored animation handling in ScenePresence. Now maintains a list of ↵Jeff Ames2007-12-101-5/+18
| | | | | | | | | current animations. * Fixes weirdness when typing and sitting at the same time * Should fix bug #32 (getting stuck in edit appearance pose) * Crouchwalk and possibly jump may need more looking into
* more work on texture downloading.MW2007-12-101-1/+2
| | | | | | | Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon. Removed the old texture handling/sending code from AssetCache. A few other small changes/fixes.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-108-13/+13
| | | | notice of doom
* refactored ChatModule a bit.Jeff Ames2007-12-101-1/+0
| | | | | misc cleanup and code convention fixes.
* * Hooked up the GridComm event ChildDataUpdate to the scene.Teravus Ovares2007-12-101-1/+4
| | | | | | | | | * Added List<RegionInfo> m_neighbours to Scene * Hooked up the OnRegionUp event to m_neighbours list * Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again. * Added SetChildAgentThrottle(byte[]) to IClientAPI * Several other insignificant changes related to passing child pertanant agent data from sim to sim.
* * Added more info to ChildAgentDataUpdate Teravus Ovares2007-12-091-0/+22
| | | | | * Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
* change PacketQueue to take the byte[] throttle insteadSean Dague2007-12-092-5/+3
| | | | | | of the Packet to set the throttles
* added more packet handling stubsJeff Ames2007-12-091-0/+12
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* hackish code to allow emptying of trash. This really should be done on the ↵Brian McBee2007-12-081-0/+8
| | | | | | | | inventory server, and not from the region. Also: it appeared to work the first try, so I have probably done something horribly wrong.
* Allow moving, deleting, and restoring objects in inventory.Brian McBee2007-12-081-0/+11
| | | | | Note: only tested in grid mode, and emptying trash is still not implemented.
* Enabled the TextureDownloadModule, so that hopefully I might get some ↵MW2007-12-071-13/+13
| | | | feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
* move to PacketQueue for throttling. This has been tested with a coupleSean Dague2007-12-072-621/+50
| | | | | | | of people, but is enough of a change that more should try it out. This removes 500 lines from ClientView.cs in the process.
* further screwing around with the PacketQueue data structure.Sean Dague2007-12-071-39/+149
| | | | | | Nearly time to replace a chunk of ClientView with this.
* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-071-17/+14
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* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-071-15/+23
| | | | | | | * BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)