| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
|
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| | |
UserManagementModule where it belongs. No functional changes.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
as this is updating SOG/SOP.GroupID, which is arguably generic.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
GetGroupByPrim() rather than retrieving GetEntities() and inspecting the entire list
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| | |
|
| |
| |
| |
| | |
This has been handled by WebFetchInvDescHandler.Fetch() for some time.
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| |
| |
| |
| |
| |
| | |
reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
|
|/ |
|
|
|
|
|
|
|
| |
If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
|
|
|
|
|
| |
It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first.
This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
|
|
|
|
|
|
|
| |
Creator name properly shown on the viewer as first.last @authority.
New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars.
Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule.
|
| |
|
|
|
|
| |
MapAndArray collection
|
| |
|
| |
|
| |
|
|
|
|
| |
conditions in linking and unlinking
|
|
|
|
|
|
| |
missing configuration.
* Made previous Robust config changes consistent in Robust.HG.ini.example
|
|\
| |
| |
| |
| | |
This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
|
| |
| |
| |
| |
| |
| | |
Send continuous touch() events if the left mouse button is held down while moving over an object
This conforms with Linden Lab practice
Thanks Revolution
|
| | |
|
| | |
|
| |
| |
| |
| | |
* Grided-sims added the Library module
|
| | |
|
|/
|
|
| |
obsolete. Didn't delete it yet to avoid merge conflicts later -- want to stay out of core as much as possible.
|
|
|
|
|
|
|
| |
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
|
|
|
|
|
|
| |
to use a non-blocking parallel method when operating in async mode
* Minor code readability cleanup
|
|
|
|
|
|
|
|
| |
or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
|
|
|
|
|
|
|
|
| |
performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
|
|
|
|
|
|
|
|
| |
disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
especially the folder version and the subfolders. Fixes inventory search
hang and folders not loading.
|
| |
|
|
|
|
|
|
| |
folders were never being removed from trash when they were singled out for purging in trash. They were being removed when Trash was purged as a whole. That behavior is now fixed for the new InventoryService set.
* Removed left-overs from AssetInventoryServer.
|
|
|
|
| |
doesn't wait for the download of the entire inventory.
|
| |
|
| |
|