| Commit message (Collapse) | Author | Files | Lines |
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This was only used if none of new item, update item or update task item had been set.
But since all transactions go through these paths this old code is redundant.
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UploadAsset() to prevent item creation failure when NewInventoryItem thread reachs the object first.
This was preventing the previous race condition fix in 4fc0cfb from actually working.
This commit also removes some of the pointless transaction id checks - these conditions are already being enforced in AgentAssetsTransactions.
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user item and update user item mechanisms
This is done for consistency and to allow removal or some access methods that increase code complexity.
However, this path has not been used for a long time, not even by LL 1.23 - viewers use caps http upload for this instead
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in the viewer or updating existing assets.
On creating these items, the viewer sends a UDP AssetUploadRequest followed by a CreateInventoryItem.
It was possible for the CreateInventoryItem/UpdateInventoryItem to occasionally outrace the AssetUploadRequest and fail to find an initialized Xfer object, at which point the item create would fail.
So instead we always set up a Xfer object on either the asset or inventory item update request.
This does not introduce a new race because code already exists to delay the item operation until the asset is uploaded if necessary (but this only worked if the xfer object already existed)
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Also, further improvements on HGUuidGatherer: if the assets are already in this grid don't fetch them again.
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No need to keep 2 separate files.
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constant component in the source list.
Adds regression test for this case.
Based on http://opensimulator.org/mantis/view.php?id=6156
Thanks SignpostMarv.
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downloads the assets, so we don't need to do it again...
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section.
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been instantiated with an assetServerURL then call down to overriden UuidGatherer.GetAsset() instead of calling m_assetService.GetAsset() itself - these two codepaths are now identical.
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using the async call but waiting for completion anyway!
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types. The policies are given in the config. This is only half of the story. The other half, pertaining to exports/imports made by the sim, will be done next.
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IRC module.
Patch from http://opensimulator.org/mantis/view.php?id=6293
Thanks Starflower.
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OpenSimDefaults.ini.
This resends appearance uuids to avatars in the scene once a minute.
I have seen this help in the past resolve grey appearance problems where viewers have for unknown reasons sometimes ignored the packet.
The overhead is very small since only the UUIDs are sent - the viewer then requests the texture only if it does not have it cached.
This setting will not help with cloudy avatars which are usually due to the viewer not uploading baked texture data or uploading something that isn't valid JPEG2000
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GridConnectorsTests and ArchiverTests.
Remove unrelated compile warning from AttachmentsModuleTests.
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Make correct defaults to Phys/nonPhys prims to fix errors in prev. commit
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Fix inconsistencies between configuration parameter names and their description names. Changing the configuration parameters for non physical prim size min-max from Nonphys* to NonPhys*.
Please update your OpenSim.ini and Regions.ini to reflect these changes.
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IScriptModuleComms.LookupModConstant
Signed-off-by: Melanie <melanie@t-data.com>
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region module automatically
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Signed-off-by: Melanie <melanie@t-data.com>
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avies use to visit other grids. Not as good as I wanted, but good enough. Unfortunately we can't switch the appearance from under the avie without getting into a lot of weirdnesses because appearance is viewer-controlled. So instead, when this control is on, I'm disallowing HG-TP unless the user is wearing an allowed HG appearance -- the user gets a warning and needs to switch appearance. WARNING: I'm still not committing the config vars because this is still not ready for ppl to test.
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children.
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setting. There is no reason these should be using the simulation time interval for parameter calculation.
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Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
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center of mass
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Reset center of mass on an object when going dynamic.
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Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
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temporary assets.
Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load
Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
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before looking for files to expire.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed.
The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced.
This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.
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