| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes Mantis #3030
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standalone region teleport test
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LLImageManager
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twice, and provide some more information
* No functional change
* It strikes me that there may be caps problems if double registration is presented if cleanup failed for a previous agent (so a caps handler will remain in memory for that
agent but with a different seed). This needs investigation
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this patch makes load-oar a bit more tolerant to irrelevant
differences in the oar file format. Directory entries are now ignored
rather than trying to interpret them as files they hold which results
in the load-oar failing. This change makes it easier to manually
modify oar files.
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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* Fixed up an outgoing packet
* I <3 OpenSimulator
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m_sceneGraph. This will allow it to be exposed to modules without resorting to referring to m_sceneGraph
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server will decode the j2k stream once and cache it to disk so that the cache is saved across sim restarts.
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* No functional changes in this revision
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* These still appear to suceed with the current code!
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again if a duplicate use circuit code packet comes in
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a client
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* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that.
* In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
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Fixes Mantis #3002
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Fixes Mantis #3006
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teleport is being directed rather than just its position
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* Updates LibOMV to r2362
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getting the object moving.
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non-phantom from phantom.
Fixes Mantis #1883
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useless, but sometimes problematic (mantis #2999). Initial tests indicate that this call is not necessary. Let's see if this stands in the wild.
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Fixes Mantis #3002
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teleport unit test with checks that the scene presence disappeared from sceneA and appeared in
sceneB
* However, I'm not convinced that the actual process in the test completely reflects reality, and a lot of stuff had to be rigged up (which should get resolved over time)
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linked hypergrid region's real location is within 4096,4096 map spaces of its "local" location. If it is outside of that range ( so it wouldn't be possible to teleport to it) then it ignores it and doesn't create a link.
See the hypergrid wiki page for more details.
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from a xml file.
Console Command: link-mapping <StartXloc> <StartYloc>.
This results in only the last two digits of any of the locations defined in the xml file being used, and those 0-99 values being added to the StartXloc and StartYloc figures.
For more infomation, see the email on the mailing list and the soon to be added instructions on the wiki's hypergrid page.
Also made the Secion Names in xml file case insensitive.
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locking periods changed.
* Added an additional lock in GetScenePresences()
* Changed ForEachClient to use GetScenePresences() instead of the main ScenePresences dictionary, so that there is no need to lock.
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* Does not yet check results.
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loading. So that certain links in the file will be ignored. See the wiki's hypergrid page for details (in about a hour).
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Although its currently still activated by using console command: link-region <URI of xml file> , the uri should be able to be a local file path or a http uri. I'm adding details of the format of the xml file to the wiki's hypergrid page.
TODO: Add a initial startup option for setting the uri and making it autoload it.
Add support for scanning the xml file to check that its own region(s) aren't in the list, and if they are, ignoring them. This would allow setting up "virtual link/grid lists" on webservers, that people can add their own regions to and also point those regions to those same lists, so they load the other region's data.
Add support for automapping of those region/link lists.
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Mantis #2908. Thanks Teravus for the suggestions :)
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* There appears to be a bug on mono 1.9.1 (and maybe later), where sometimes the async wait will be signalled even though that async callback has not executed
* This change may make it slightly better but it's difficult to tell (it definitely still occurs)
* Also this patch closes the wait handle explicitly, as recommended in the MSDN docs. This doesn't have any impact on the bug though
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notifications that won't actually lead to a client connection (because they are from a neighbouring teleport
target that needs to trigger a child seeds adjustment on a child agent that has been kept around)
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'new user notifications' that have existing scene presences
* The position will be reset if the connection turns out to be a root one, and since the client is already authenticated another authentication will not occur anyway
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