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* * Patch from Misterblue to fix Environment.TickCount for statistics ↵Teravus Ovares (Dan Olivares)2009-11-291-1/+4
| | | | | | purposes. Resolves the wrap-around of the 32 bit uint. * Teravus moved the Environment methods to the Util class
* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-11-271-1/+1
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| * Implement god mode user freezing and unfreezingJustin Clark-Casey (justincc)2009-11-271-1/+1
| | | | | | | | | | | | See http://opensimulator.org/mantis/view.php?id=4356 Thanks Revolution I performed a subsequent probable bug fix in this patch
* | * Re-enable lightweight packet tracking stats on a 3000 ms interval.Teravus Ovares (Dan Olivares)2009-11-271-0/+9
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-241-1/+3
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* * This concludes the packet migrations from the big nasty switch into packet ↵Teravus Ovares (Dan Olivares)2009-11-231-20/+1537
| | | | handler delegates.
* * Moved 60 more packet handlers to Packet Handler Delegates.Teravus Ovares (Dan Olivares)2009-11-231-21/+2055
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* * Moved 40 more Packet handlers to the PacketDelegate and out of the 5000 ↵Teravus Ovares (Dan Olivares)2009-11-231-6/+1104
| | | | line switch.
* Formatting cleanup.Jeff Ames2009-11-231-19/+17
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* * Switched over 15 more packet types from the 5000 line switch to the Packet ↵Teravus Ovares (Dan Olivares)2009-11-221-6/+293
| | | | handler delegate
* * Moved 13 more packet type handlers to PacketHandler Delegates.. and out ↵Teravus Ovares (Dan Olivares)2009-11-221-6/+373
| | | | of of that giant 5000 line switch, ProcessInPacket.
* * Comment out some example code for later.Teravus Ovares (Dan Olivares)2009-11-211-2/+2
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* * Move a few of the ProcessInPacket switch case blocks into packet handler ↵Teravus Ovares (Dan Olivares)2009-11-211-6/+103
| | | | delegates
* * This fixes landing on Prim and removes the hack from yesterday. Landing ↵Teravus Ovares (Dan Olivares)2009-11-211-3/+3
| | | | on prim should work fine again.
* * Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman2009-11-091-3/+3
| | | | | | AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-093-11/+127
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| * remove the debug stuffMelanie2009-11-081-1/+0
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| * test commit with debug output per folder fetch. NOT FOR PRODUCTION, SPEWYMelanie2009-11-081-0/+1
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| * * Clamp the CoarseLocationUpdate packet at a maximum of 60 positions per ↵John Hurliman2009-11-051-7/+11
| | | | | | | | | | | | packet. This is a limitation of LLUDP, nothing we can really do about it * Marking CoarseLocationUpdate as *not* zerocoded. Zerocoding can only save space when a packet contains three or more contiguous zeroes, and will use more space if it contains single zeroes randomly scattered through the packet (which is what you see when you send a long list of UUIDs)
| * Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-051-4/+1
| | | | | | | | unknown asset type, and log an error if it ever does happen
| * Applying #4332, optional packet statistics loggingJohn Hurliman2009-11-052-0/+115
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* | minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-091-2/+2
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* Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie2009-11-051-1/+21
| | | | | Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
* Separate folder and item limit for UDP inventory packets. Folder limit isMelanie2009-11-041-4/+5
| | | | | now 6, as before, item limit is 5. This should avoid most, if not all, oversized packets.
* Refine oversized packet handling as per jhurliman. Reallocate the buffer toMelanie2009-11-041-4/+7
| | | | actual packet size only for oversized packets.
* Add some length to the backet buffer for packet sending so oversizeMelanie2009-11-041-1/+1
| | | | inventory packets don't make us barf
* Add an overload to OutPacket as per jhurliman. Switch hacky workaroundMelanie2009-11-041-5/+15
| | | | for InventoryDescendents to the proper way
* Bounce the pacjet items limit back up to 6Melanie2009-11-041-1/+1
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* Prevent autosplitting of inventory descendents packets. Also reduces theMelanie2009-11-041-1/+4
| | | | number of items per packet to 5 to prevent asserts
* Correctly set the totall number of descendents in inventory retrievalMelanie2009-11-041-3/+4
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* Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie2009-11-041-152/+94
| | | | | | | InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory.
* Make the default and max RTO configurable int he linden client stackMelanie2009-10-302-5/+19
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* Convert the AvatarGroupsReply message to the event queue.Melanie2009-10-301-26/+39
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* Add a using for OSD to the client viewMelanie2009-10-301-0/+1
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* Fixed a regression in SendAvatarGroupsReply()John Hurliman2009-10-301-2/+2
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* * Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman2009-10-302-14/+16
| | | | | | packet is a mess and shouldn't be used at all (in favor of the event queue message) * Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
* * Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman2009-10-301-2/+0
| | | | | | | * Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
* * Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman2009-10-304-22/+25
| | | | | | | category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
* * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman2009-10-302-10/+10
| | | | * Prints a warning for any future packet splitting failures
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-291-2/+2
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-101/+0
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* Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to testJohn Hurliman2009-10-281-1/+1
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* Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2009-10-282-12/+12
| | | | based clients can use UDP server that is inherited from LLUDPServer.
* Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2009-10-271-0/+8
| | | | always leave a worker thread available for other tasks
* * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman2009-10-272-4/+6
| | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-261-4/+14
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-261-7/+7
| | | | inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
* * Switched all operations on the list of clients that could be either sync ↵John Hurliman2009-10-261-2/+2
| | | | | | | | or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
* ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a ↵Dan Lake2009-10-261-0/+4
| | | | list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
* Changed UseCircuitCode handling to be synchronous or asynchronous depending ↵John Hurliman2009-10-261-10/+21
| | | | on the async_packet_handling config option, and added a debug log message when a UseCircuitCode packet is handled