| Commit message (Collapse) | Author | Age | Files | Lines |
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information messages
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are operating
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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Fixes a couple of places where null reference exceptions were
being caught and ignored rather than null checks being performed.
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* refactored some member names for readability and ccc (code convention conformance)
* took away two refs from Rest.Inventory since
* System.IO is part of System
* System.Xml.Serialization is part of System.Xml
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Defaulted to 65536 and 10, respectively
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crossing is also a sim crossing. Prevents the CAPS handler from being set
up for a banned user,making them redmap out.
Dirty hack, temporary until I can work out how to do it right.
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
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No longer teleports an agent home unless their root agent is being banned.
Visual blocking is still in effect.
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post-deserialization changes can be carried out before adding it to a scene
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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short term storage (needed to rebuild SOGs)
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Got RegionStore mapping to the point that nhibernate would start, though
definitely not complete
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so that we don't get them on every object construction.
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Updated some nhibernate parts, started in on migration.
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* Potentially useful for diagnostics without needing to log in a client
* Packet queue statistics commented out for now pending a better way to cope with the information overload
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deleted by default
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
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this before (doh)
* Not quite perfect yet
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they already exist in the scene
* (ability to give objects new uuids will come later)
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count is actually a prim local id dispenser
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Addresses the Gap when sitting on single prims with
a sit target (discrepancy with SL)
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* might help to diagnose mantis 1712
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causes a mono 1.2.4 compile to fail
and MW says it will soon be replaced anyway.
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This patch limits the maximum size of prims that can be created using libsl bots
or modified clients to 65536mper side. It also limits LSL functions to that size.
If a prim is already physical, the enforced constraint is 10m.
A prim that is larger than 10m cannot be turned physical, either via script or UI.
Linksets are handled correctly, so scaling of physical linksets is constrained by
the size of it's largest component prim. Also, turning linksets physical is based
on the size of it's largest ptim.
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*any avatar* to deposit scripts in them, regardless of permissions
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added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
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complaining in the log rather than terminating the session
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addresses "recompiles clear perms:
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functionality addition
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Patch propagates the permissionToTake flag into the timer handler,
so that "take copy" and delete permissions are honored.
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AddInventoryItem methods to reduce code duplication
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prim's inventory
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thread can be expanded to support all sends to inventory from inworld easily enough). Thread is temporary and only exists while items are being returned.
* This should remove the "lag" caused by deleting many objects.
* Patch brought to you by Joshua Nightshade's bitching at me to fix it.
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sometimes, incorrect sit rotation is sent to other clients
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up the sit target usage until the sit target fix patch goes in, but it should
be cleaned.
Get prims table mappings to the point where nhibernate likes them enough
to start.
Remove field from asset mapping so it will start
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