| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
Unlike "save oar", this was happening on the same thread as the original request.
The timeout happens on another so the original thread is never aborted.
On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging.
Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar".
Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
|
| |
|
|
|
|
|
|
| |
accept a local ID as well as a UUID.
This means that the sub-commands are now id rather than uuid, e.g. show object id
|
|
|
|
|
|
| |
filename to save already exists, rather than exception throwing.
Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
|
|
|
|
| |
to be serialized and dumped to XML for debug purposes.
|
|
|
|
| |
ConsoleUtil.CoordHelp
|
|
|
|
| |
hardcoded approach disabled the use of non-core dwell tracking modules.
|
|
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=6370
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
| |
(implementation of dwell-value in LandData + eventhandler, return always 0); source-formatting of LandData
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
|
|
|
|
| |
part contains
|
|
|
|
| |
ConsoleDisplayList
|
|
|
|
| |
region console commands
|
|
|
|
| |
of an object, not just whole object summary information.
|
|
|
|
| |
console command
|
|
|
|
|
|
| |
ObjectCommandsModule.TryParseVectorRange() in order to fix mono 2.4.3 compile failure.
This doesn't fail the compile on mono 2.10.8.
|
|
|
|
|
| |
This allows one to delete objects within a certain volume.
See help on console for more details.
|
|
|
|
| |
easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
|
|
|
|
| |
Also refactors more of ObjectCommandsModule to remove duplicate code
|
| |
|
| |
|
|
|
|
|
|
| |
This allows you to display details of all objects in a given bounding box.
Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30.
See "help show object pos" for more details.
|
|
|
|
| |
simulator console commands
|
|
|
|
|
|
|
|
| |
http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow."
But the patch is here, in case anyone wants to try it.
This reverts commit 531edd51d82ecd6a842a2611c99e9919634491ef.
|
|
|
|
|
|
| |
http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow.
Thanks R.Gunther (rigun@rigutech.nl) https://lists.berlios.de/pipermail/opensim-users/2012-September/010986.html
|
|
|
|
|
|
| |
GridConnectorsTests and ArchiverTests.
Remove unrelated compile warning from AttachmentsModuleTests.
|
| |
|
|
|
|
|
|
|
| |
multi-OAR patch there is now only one class that handles this operation.
Adapation of 0004-Renamed-ArchiveWriteRequestPreparation-to-ArchiveWri.patch in http://opensimulator.org/mantis/view.php?id=6105
since that did not directly apply
|
|
|
|
| |
Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
|
|
|
|
|
|
| |
containing invalid xml
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
|
|
| |
commit 5eb2526
Manually calling GC.Collect() really shouldnt' be necessary and is generally regarded as a bad idea.
A GC should occur anyway pretty shortly afterwards.
However, can leave this in development code for now to see if it does actually make a significant difference rather than simply doing a GC a little earlier.
|
|
|
|
|
|
|
|
|
| |
fall below current viewer discard level 2 thresholds.
Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache.
This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request.
This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true
This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
|
|
|
|
| |
Thanks Hiro Lecker for a patch to reduce memory useage with Warp3D map module
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain
This is similar to commit d89faa which fixed the same kind of bug in TriggerSound()
|
|
|
|
|
|
|
|
|
|
| |
parcel access lists.
If a group UUID is present that is not on this simulator then the object or parcel is no longer group owned.
This is a change from previous behaviour where such invalid UUIDs were kept.
This is an adaptation of patch 0002 from http://opensimulator.org/mantis/view.php?id=6105 by Oren Hurvitz of Kitely.
My adaptations are formatting only, apart from the notices about parcel owner IDs not being saved since this has now been fixed.
Thanks Oren.
|
|
|
|
|
|
| |
This was working in 0.7.2 but was accidentally removed from 0.7.3.
The --publish option for "save oar" will now save oars stripped of parcel owner information as well as scene object info.
Please use the --publish option if you want to publish oars that may be later loaded by others to the same grid from which they were saved.
|
|
|
|
|
|
| |
timed-out
The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
|
| |
|
|
|
|
|
|
| |
would base its gain calculation on the previous avatar's gain, instead of the original input gain.
This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.
|
|
|
|
| |
with other monitoring code from OpenSim.Framework
|
|
|
|
| |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|
|
|
|
|
|
| |
enabled or disabled at any point, not just during initial startup.
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
|
|
|
|
|
|
|
|
| |
resize from the JPEG2000 original rather than only saving it to disk.
This appears to be the cause of the warp 3d exception seen when starting a new region for the first time.
Subsequent starts were okay because resized saved bitmap was correctly retrieved from disk.
Should fix http://opensimulator.org/mantis/view.php?id=5204 and http://opensimulator.org/mantis/view.php?id=5272
|
|
|
|
|
|
|
| |
constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
|
| |
|
| |
|
|
|
|
|
|
|
| |
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|