| Commit message (Collapse) | Author | Age | Files | Lines |
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on the ground. (bug #1932)
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client log off
* This is being done by preventing close from being called twice on child agent closure (nres which would have been thrown are being swallowed).
* However, it should be possible to do much better cleanup on this code in the future
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occasionally, but are fixed on restart (issue 1919).
This patch introduces the following changes:
1. when a user teleports out of Region A, remove that user's profile
from the Region A user profile cache
2. when a user crosses between regions out of Region A, remove that
user's profile from the Region A user profile cache
3. the user profile cache's session ID member can now be set (written),
and is updated each time a connection with a new avatar is established (ie: a
new avatar enters the region)
4. when a region server looks up a user profile and a cache miss
occurs, fetch the user profile from the user server first instead of
immediately returning null
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ScenePresence. Pace prim delivery to about 200 updates/s max. Break
a long-held lock that caused the notorious MapBlockQuery XMLRPC timeout
on agent login. Eliminate 60 second timeout at "Waiting for region handshake".
Fix region crossing/teleport response. Fix appearance in primmy regions.
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Improves the implementation of the particle system.
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'Available', which would lead to intermittent failures on parallell teleport requests.
* Solidified CheckRegion somewhat, adding a second try if the first failed.
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More sitting fixes: Inconsistent sitting position on
rezzed prims that have no sit target set.
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when a queued deletion from scene to inventory fails because the root part of the group has been zapped
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an agent is downgraded to a child agent
* since upgrading to a root agent doesn't currently re-retrieve the user profile
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remote region
* May resolves inventory problems that occur when the user moves between two regions`
* e.g. if the user moves to a second region, adds an inventory item, moves back to the original region then tries to manipulate that item
* Not yet implemented for teleport
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Implements llForceMouselook().
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make actual function clearer
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* No user functionality yet (and not for quite some time)
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Changes erroneous return value of llGetLinkname() to "" for nonexistent
prims. Corrects an issue where the root prim of a linked set, upon
delink, retains the part number 1.
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coexist peacefully (as per justincc's recommendations)
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proxies without it
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way around
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which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
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complete if there were any missing assets
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The LL Server sets the CreateSelected flag for a prim when sending a
property update when objects are linked. The following patch
gets OpenSim to do the same.
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The problem I noticed is that when child prims are selected unlike
the Linden server, OpenSim does not return property information - it
only searches the root prims for matches.
What I'm not sure about is whether the parcel prim count taint should
be set or if the root prim should be set as selected (doesn't
seem possible to set the child prim as selected). It does
however fix the problem of the property information
not being sent, so its an improvement (I think!).
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units may not match the Linden implementation.
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are stored in the db.
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the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
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(tested on new logins, but need to test that it is triggered on teleports).
This should fix the sitting avatars appearing in a T pose to new users. And possible other animation problems.
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a struct and not a class, it can't be null. So these checks were just
generating compiler warnings on unreachable code.
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update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
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inventory server (see http://opensimulator.org/wiki/Security_vulnerability_brought_by_non-check_inventory_service)
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SendInitialFullUpdateToAllClients(), and added a replacement SendFullUpdateToAllClients() method. As the old one (now "Initial") has extra steps in it for sending initial updates/date, Not only was this leading to a lot more data being sent than needed to be, every time it was called. It also seems to have been causing the "other Avatars rotating when you sit down" bug.
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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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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