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in the client network in the simstats manager. This makes packets in per second, packets out per second, and unacked bytes work again in the simulator stats section.
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of).
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the SimpleModule doesn't prevent the start of the region server, if used.
Note: This module doesn't do anything sensible; it only serves as an example.
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(and their contents) between agents, not just single items
* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
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no longer sets everything up properly
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Adds a new method to IClientAPI to allow adding message handlers
for GenericMessages (of which "autopilot" is one). Part 2 adds a
specific autopilot handler in ScenePresence.cs.
2) Removing unused variables and functions.
3) Simplifying the navigation logic in ScenePresence.cs. The
original patch was somewhat complex because it included orientation
logic for a future enhancement of orienting the avatar to point
towards the direction being walked. Currently this isn't working,
though, so I removed the orientation code, which leaves just the
smaller and hopefully simpler-to-understand movement code.
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Implementing "Play sound inworld". Currently a WIP .
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using the Estate Tools.
* Could this be extended in the future to support .oar uploads too? Only time will tell!
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every user's HUD
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* Implements the SendInitiateDownload method in IClientAPI
* Uses the ITerrainModule Interface to write a terrain file to disk then uses a FileStream to read the binary file from the disk and put it in a byte array. and save to the xFer list.
* It then tells the client to download the file and the client initiates an Xfer request.
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* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
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It is required by group IM and also for a proper implementation of item
give, group notice attachments and offline IM.
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* Changed SendInstantMessage, dropped fromAgentSession and imSessionID as security precaution, see http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide for details on porting.
* Removed unused usings from Framework.*
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the verb at the front
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* These are assigned when the object is attached to the scene
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Too many fixes to list.
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on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
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sending ImageNotFound to clients if avatar textures are missing
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
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signature
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real groups module can even be implemented.
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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* I believe this is reasonable since code outside the Linden client stack shouldn't be aware of the packet format being used
* I would love to have made the method protected, but the LoadBalancerPlugin is still calling it and resolving that would require more work
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LLClientView
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descriptive of its actual function
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descriptive of what it actually does
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Note: New file, run prebuild.
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the new surface touch parameters in 1.21 viewers.
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* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
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* Initial implementation
* You'll only be able to seen green dots on regions on the map that have been updated.
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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