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* * 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)
* added a lock to prevent multiple Timer popping racesSean Dague2007-12-061-67/+67
| | | | | | on the packet queues.
* reversing the r2599 patch, as this started causing CreateThread errors for Sean Dague2007-12-061-301/+271
| | | | | | | | | me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop() wasn't doing what was desired on Mono. The Queue refactoring should address the readability issues lbsa71 was working on as soon as I get the merge together.
* removed obsolete Verbose() functionJeff Ames2007-12-061-6/+2
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* * now the throttle timer is stopped whilst processing Queue so that it won't ↵lbsa712007-12-061-271/+301
| | | | | | | | fire twice * started to refactored throttling method * some code convention refactorings
* * Removed lots of scurrilous uses of ASCII/UTF8.GetBytes for making packet ↵Adam Frisby2007-12-061-16/+10
| | | | strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
* removed some duplicate hard-coded port numbers. changed ports to uint.Jeff Ames2007-12-062-6/+6
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* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-1/+31
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-1/+1
| | | | explicit
* made log messages for known unhandled packet types shorter and yellower. ↵Jeff Ames2007-12-042-36/+81
| | | | added handler stubs.
* minor refactor so that I can now grok what happens for outgoing packetsSean Dague2007-12-041-73/+85
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* * Fixed a whole bunch of console messages.Adam Frisby2007-12-042-5/+5
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* * Removed 12 compiler warnings.Adam Frisby2007-12-041-1/+1
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* further encapsulation of function in PacketQueue and PacketThrottleSean Dague2007-12-032-4/+172
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* From Justin Casey (IBM)Sean Dague2007-12-031-13/+19
| | | | | | | | | | | | | | | | | | | | | | | While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.
* This is a simple patch which just renames an IClientAPI method toSean Dague2007-12-031-1/+2
| | | | | | | | | SendInventoryItemCreateUpdate() in order to reflect the actual packet it sends (UpdateCreateInventoryItem). From Justin Casey (IBM)
* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-011-4/+14
| | | | | | | | | | | a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
* mod packetqueue to use the throttle class containerSean Dague2007-11-301-75/+52
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* the packet throttle stuff is duped enough that aSean Dague2007-11-301-0/+95
| | | | | | | seperate container for this probably makes the limits easier to understand
* starting to fill out PacketQueue, refactoring as I go. ThisSean Dague2007-11-301-0/+252
| | | | | | | doesn't link into the rest of the code yet, and won't until it is complete.
* Patch for mantis 0000015: Textures don't display in the objectSean Dague2007-11-301-3/+19
| | | | | | | | | properties window From Justin Casey (IBM)
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-301-2/+3
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* add a few more parens to make sure that throttling conditionSean Dague2007-11-291-1/+1
| | | | | | is really happening the way we want it to.
* * Fixed neighbour range buglbsa712007-11-291-2/+2
| | | | | * Various refactorings
* * Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ↵Teravus Ovares2007-11-291-83/+88
| | | | that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.