| Commit message (Collapse) | Author | Age | Files | Lines |
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Usage: OpenSim.ConsoleClient -h <host> -p <port> -u <user> -P <pass>
host defaults to localhost, port defaults to 8003.
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WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
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incoming
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and name them correctly, opensim will pick them up.
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addon-modules/*/config/*.ini is now included in the configuration
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the transition
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* Hopefully this allows older mono versions to still work.
* A couple of points of note:
* TimeZoneInfo.. replaced with DateTime.UtcNow - TimeSpan.FromHours(7);
* HashSet<uint> replaced with Dictionary<uint,object>
* Force use of the managed version of ReaderWriterLockSlim (don't use the pre-processor defs)
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to avoid directory overflow.
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eventqueue)
* If this doesn't melt the Http Server, this will significantly reduce the number of threads in use on regions with many users.
* Adds AddPollServiceHTTPHandler, and RemovePollServiceHTTPHandler to BaseHttpServer
* Generic enough to be used for many long poll services, not only the EventQueue.
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* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
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applied a few mods from the old version (now up on opensim-libs (VS 3.5 project).
* Made various changes to BaseHttpServer to accommodate the new interfaces.
* This version has been significantly re-architected and may fail in unusual and insidious ways.
* Please pay attention to any errors you get and post a Mantis if you can reproduce an issue with the HTTPServer. I'm including the pdb and having the http server compiled in debug for a few weeks so that when an error occurs, it'll print the pertenant data.
* Once again, this is the full C# WebServer, not the lite branch that is included in LibOMV (we need SSL!)
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this commit finally adds the VivoxVoiceModule: it supports positional
as well as conference call type voice (currently only per region
server), region and parcel voice, speaker indication (LL client
family), direct avtar-to-avatar voice chat. NOTE: you need to obtain
an customer admin account from Vivox to be able to use this module ---
DON'T ask me about how to about an admin account, i've NO clue, we
just wrote this code.
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asset where appropriate
* Send debug level notice to console if a user fails authentication
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Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).
This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).
Please note this introduces other side effects which have not been fixed.
In particular:
* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.
Please consider this as work in progress.
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OpenSim.Server.exe now runs both asset and inventory services
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Fixes Mantis #3860
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option for LLUDPServer. On windows .NET the default socket receive
buffer size is 8192 bytes, on recent linux systems it's about
111K. both value can be a bit small for an OpenSim instance serving
many clients. The socket receive buffer size can be configured via
an OpenSim.ini config option
- adds a general catch clause to LLUDPServer.OnReceivedData() to
prevent it submerging when an unexpected Exception occurs.
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This change moves texture send processing out of the main
packet processing loop and moves it to a timer based
processing cycle.
Texture packets are sent to the client consistently over
time. The timer is discontinued whenever there are no
textures to transmit.
The behavior of the texture sending mechanism is controlled
by three variables in the LLCLient section of the config
file:
[1] TextureRequestRate (mS) determines how many times per second
texture send processing will occur. The default is 100mS.
[2] TextureSendLimit determines how many different textures
will be considered on each cycle. Textures are selected
by priority. The old mechanism specified a value of 10 for
this parameter and this is the default
[3] TextureDataLimit determines how many packets will be sent for
each of the selected textures. The old mechanism specified a
value of 5, so this is the default.
So the net effect is that TextureSendLimit*TextureDataLimit
packets will be sent every TextureRequestRate mS.
Once we have gotten a reasonable feeling for how these parameters
affect overall processing, it would be nice to autonmically manage
these values using information about the current status of the
region and network.
Note that this also resolves the pathologcal problem that
previously existed which was that a seated avatar generated very
few in-bound packets (theoretically) and would therefore be the
least able to retrieve the images being displayed by a
projector script.
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making HGInventory (client access) work in standalone again. This is the refactoring of what was/is there, but done in the new model. Not complete yet, but key authentication works. It should be enough to make HGInventory work again soon.
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are now in CoreModules/ServiceConnectorsIn, where they belong.
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IGridServices, erroneously. Not sure when this is used, but now it is implemented in the new model of service connectors. Hopefully it works.
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get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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incorrect.
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