| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
|
| |
|
|
|
|
| |
scattering them over other categories
|
|
|
|
|
|
| |
logic.
This does require the server to be added before it is set as the main Instance
|
|
|
|
|
|
| |
RegionApplicationBase.StartupSpecific() - a constructor can never return null.
Also adds some method doc to MainServer
|
|
|
|
|
|
| |
outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
|
|
|
|
| |
else's hud, then don't still add it to the list of blocks for the update message.
|
|\ |
|
| |
| |
| |
| | |
up the sound pipeline in the viewer.
|
|/
|
|
|
|
|
| |
non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
|
|
|
|
| |
UploadObjectAssetModule, property always starts as false
|
|
|
|
| |
duplicate code
|
| |
|
|
|
|
| |
debug packet level
|
|
|
|
| |
since two commits ago (b099f26)
|
|
|
|
|
|
|
|
| |
rather than using IsLoggingOut flag.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
|
|
|
|
| |
client a kick message with that reason, in case it is somehow still listening.
|
|
|
|
| |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
|
|
|
|
|
| |
duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
|
|
|
|
|
|
| |
check the IsLoggingOut flag instead.
This is slightly better thread-race wise
|
|
|
|
|
|
|
| |
than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
|
| |
|
|
|
|
| |
nor client are ever null.
|
|
|
|
|
|
| |
rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
|
| |
|
|
|
|
|
|
|
| |
timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
|
|
|
|
|
|
| |
The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
|
| |
|
|
|
|
| |
Refactor: eq message logging into common method.
|
|
|
|
| |
some local variables in line with code conventions. Add commented out EQG log lines for future use.
|
|
|
|
| |
This adds name and description of the request handler to http request logging when DebugLevel >= 1
|
|
|
|
|
|
| |
can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
|
|
|
|
|
|
|
| |
simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
|
|
|
|
|
|
|
|
| |
design,""
This reverts commit a90b0e302c110068cec0ee7109e796d2d5fdab4d.
Sorry, accidentally reverted this completely by mistake, reverting the revert.
|
|
|
|
| |
This reverts commit 6e7f13a72d4e43f8ca564247e0b56bf5706bbdb1.
|
|
|
|
|
|
|
|
| |
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
|
|
|
| |
problem resolution.
|
| |
|
| |
|
|
|
|
|
|
| |
ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
|
|
|
|
|
|
| |
only ever using the root part entry.
This eliminates some pointless memory use.
|
|
|
|
| |
-1. Not sure if there's a reason for it, but I'm changing it to the given folder type.
|
|
|
|
| |
do NOT CHANGE THIS, needed for HG 2.0)
|
|
|
|
| |
listeners, these are redundant. Replace a few magic numbers with FriendRights enum already used elsewhere.
|
|
|
|
|
|
|
| |
caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
|
|
|
|
|
|
|
|
| |
functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
|
|
|
|
|
|
|
|
| |
require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
|
| |
|
| |
|
| |
|