| Commit message (Collapse) | Author | Age | Files | Lines |
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sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread)
* This update might make things better, it might expose another issue.
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don't try to enumerate dead null ODECharacter objects when things get *really* slow.
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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an asset back from the cache
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* Resolve a bad logic bug in AssetCache.GetAsset()
* This may make some asset related things work better (possibly getting main map images will now be improved).
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data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
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threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
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(my own bug)
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* Add documentation to AssetCache
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the source of the null on multicast_void: error?
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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in timed scripts...
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* turned script asset fetching asynchronous
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AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
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they help with the xfer/grey avatar problems.
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Groups Module, made it shared to save on threads.
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scene)
* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
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(There are actually other non-content requests too, but I didn't know what we wanted to do with them)
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* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
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themselves for updates looking for changes. This runs 10 times a second.
* Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update().
* Documented some of the code in the scene.Update method.
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* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender
* Rectifying this is not straightfoward, but this will constitute the next patch.
* This does not explain the memory leak.
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makes it easier to pick out a restart of OpenSim in an appended log file
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
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threads so it will be easier to debug.
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object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
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* Description SQLITE Inventory Table locks. *Provided by Openlfiegrid.com
* Provides missing inventory table locks in SQLite.
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ASCII!
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Patch provided by Openlifegrid.com
Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet.
Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
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was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
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region server on login
* This will make it more obvious if one accidentally starts one's region server in standalone rather than grid mode but then tries to login to a grid (as I am wont to do)
* We are now sending back a fault code (-32601) if no xmlrpc method is found rather than an ordinary message
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* Trapped a few more into little self contained boxes with padlocks on them.
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* Minor documentation bits
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lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
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to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
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