| Commit message (Collapse) | Author | Files | Lines |
|
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
|
|
Refactor to remove the property "MyScene" and the pointless circular
refs to the managing classes. Converted the module to a non-shared module.
Reformatted source for 80 columns. Removed the special role the module
had in the old loader.
|
|
|
|
This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
|
|
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
|
Signed-off-by: Melanie <melanie@t-data.com>
|
|
LICENSE.txt.
|
|
because it will be removed soonish. This is NOT the way to go.
Thanks, mpallari, for pointing this out.
Fixes Mantis #3684
|
|
|
|
* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
|
|
|
|
OpenSim.Region.Environment.Modules.Agent en bloc to OpenSim.Region.CoreModules
|
|
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|
|
AssetTransactionModule to cut down on number of classes and to work towards having a base AssetXferUploader class than can be shared with EstateTerrainXferHandler
|
|
using the Estate Tools.
* Could this be extended in the future to support .oar uploads too? Only time will tell!
|
|
|
|
system
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
|
|
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
|
This fixes the "no funds" message on rebake.
|
|
It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
|
|
Disallow bulk uploads if money module is present and upload cost
is set and the user hasn't got sufficient funds.
|
|
|
|
|
|
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
|
|
|
|
|
|
directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.)
* This should be moved into a seperate project file.
|
|
(this took a while to run).
|
|
* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
|
|
|
|
* Cleaned up ITerrainChannel
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes
* Implemented Export functionality for RAW32 terrain loader
* Implemented Import/Export for SLRAW terrain loader
* Implemented Export for JPEG terrain loader
|
|
they help with the xfer/grey avatar problems.
|
|
|
|
AgentAssetTransactionModule
|
|
CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
|
|
|
|
* This may or may not help with the memory leak, need to assess
|
|
* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
|
|
|
|
align classes with file names
* Small amount of ndoc
* This will probably require a prebuild and nant clean
|
|
|
|
|
|
characters
* Change logger to not print extra line if [<entry>] <text> like string is not logged
* Remove more of my previous chatty debugging statements
|
|
* Still not enough to solve the memory leak, though hopefully this is another step on the path
* All these changes are pretty temporary - this will be addressed with a more fundamental refactor in the future
|
|
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
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.
|
|
notice of doom
|
|
two regions trying to add a user to the AssetTransactionManager at the same time. So have placed a lock around the Dictionary add.
|
|
* Shortened type references
* Removed redundant 'this' qualifier
|
|
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
|