| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
| |
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
|
|
|
| |
packet per prim. More to come as we change to make use of this.
|
|
|
|
| |
without a getter
|
|
|
|
| |
sends entity updates (including presence ones), not just prims.
|
|
|
|
| |
This is moved into ScenePresence for now as a general facility
|
|
|
|
|
|
|
| |
removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
|
|
|
|
|
| |
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
|
|
|
|
| |
agent
|
| |
|
| |
|
|
|
|
|
| |
If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
|
|
|
|
|
|
|
|
| |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
|
|
|
|
|
| |
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
| |
|
|
|
|
|
|
| |
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
| |
|
|
|
|
| |
affected.
|
|
|
|
| |
TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
|
|
|
|
|
| |
Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
|
|
|
|
| |
we used to send before slimupdates and explicitly send it
|
|
|
|
| |
parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
|
|
|
|
|
|
|
| |
Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
|
|
|
|
| |
original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
|
|
|
|
| |
Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
|
|
|
|
|
| |
This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
this to both parties
|
| |
|
|
|
|
| |
this needs more testing, but everything is there.
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
| |
| |
| | |
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
| | |
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
|/
|
|
| |
* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
|
|
|
|
|
| |
will be honored now, while allowed groups will not. This requires additional
groups module integration work
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
|
|
| |
Provisionally applied to fix the naming. Signatures are still subject to change.
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
|
|
|
|
|
| |
Applied with change: Changed spelling to Summary (from Summery)
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
| |
|
|
|
|
|
| |
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
|
|
|
| |
re-prioritizing updates
|
|\ |
|