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* * Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares2008-02-021-1/+18
| | | | break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
* * Added a try/catch handler around childdataupdates because the enumeration ↵Teravus Ovares2008-01-261-0/+1
| | | | is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-222-8/+23
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* * And, so did the UDPServer VerbosenessTeravus Ovares2008-01-211-16/+7
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* * Stopped Physical Object saving on SQLite got commented out in my last ↵Teravus Ovares2008-01-211-4/+16
| | | | commit.. un commenting it out now.
* Check if remote simulator is up before attempting teleport. Teleport to a ↵Brian McBee2008-01-201-2/+2
| | | | remote region should now fail gracefully if remote simulator is down.
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-161-7/+7
| | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-161-1/+2
| | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
* * fixed a race condition where several UDP-generated threads would collide ↵lbsa712008-01-161-19/+18
| | | | | | | on accessing AckList * introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
* * Reverted bugfx that really should go into separate commitlbsa712008-01-161-18/+19
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* * More work on getting the database framework to actually worklbsa712008-01-161-19/+18
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* * Fix for: http://opensimulator.org/mantis/view.php?id=358Teravus Ovares2008-01-161-2/+13
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* * Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares2008-01-161-0/+30
| | | | | | | SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
* * Mother of all commits:Adam Frisby2008-01-151-3/+3
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * Trying something to see if it helps teleports and border crossingsTeravus Ovares2008-01-121-3/+7
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* * Exprimental prim inventory persistence can now be enabled by users.Justin Clarke Casey2008-01-111-1/+5
| | | | | | | | | * This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini * Implemented for sqlite and MySQL, no MSSQL implementation yet * As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change. * More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
* * Removed superfluous and erroneous perms check on parts.lbsa712008-01-081-392/+390
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* * Heavy refactoring of MultipleObjUpdate flow for readabilitylbsa712008-01-081-117/+106
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* * Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares2008-01-051-3/+3
| | | | | | | are most definitely handled. * My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
* Inventory subfolders working again in grid mode.Brian McBee2008-01-051-56/+58
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* * Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares2008-01-041-8/+27
| | | | | | | card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
* Tweaked "show users" formatting, added user's IP address to display.Brian McBee2008-01-031-1/+1
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* Reduce maximum number of items in an inventory packet to approximate Linden ↵Justin Clarke Casey2008-01-031-3/+3
| | | | servers count, to see if this solves Ursula's inventory problem
* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-031-68/+64
| | | | code. Let me know by IRC if there are other problems
* * Trying to address TextureSender issueslbsa712008-01-021-5/+0
| | | | | | * The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present * introduced some TryGetValue and various code convention stuff
* * Re-wrote IM that sends the friend request so that it displays the name of ↵Teravus Ovares2008-01-021-1/+1
| | | | the person who sent the request, or (hippos) if it can't find it.
* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-011-0/+37
| | | | | | | | simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-90/+88
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Applied Melanie's same instance IM fix. This will make IMs work within ↵Teravus Ovares2007-12-301-1/+12
| | | | the same OpenSim Instance.
* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-281-7/+12
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-282-177/+98
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Patch from Melanie. Thanks Melanie!Teravus Ovares2007-12-281-2/+2
| | | | | | | | | * This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache. * Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one. * It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed. * The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files. * It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-281-1/+16
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* * Optimized usingslbsa712007-12-278-364/+384
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-271-1/+1
| | | | | | | * PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
* * Added slightly better object sit handlingTeravus Ovares2007-12-273-94/+104
| | | | | | | | * Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
* * 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