* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll
* Prints a warning for any future packet splitting failures0.6.8-post-fixes
parent
aecaa51063
commit
a05c67bebb
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@ -4329,11 +4329,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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protected virtual void RegisterLocalPacketHandlers()
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{
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AddLocalPacketHandler(PacketType.LogoutRequest, Logout);
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AddLocalPacketHandler(PacketType.LogoutRequest, HandleLogout);
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AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate);
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AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect);
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AddLocalPacketHandler(PacketType.AgentCachedTexture, AgentTextureCached);
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AddLocalPacketHandler(PacketType.MultipleObjectUpdate, MultipleObjUpdate);
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AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached);
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AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate);
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AddLocalPacketHandler(PacketType.MoneyTransferRequest, HandleMoneyTransferRequest);
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AddLocalPacketHandler(PacketType.ParcelBuy, HandleParcelBuyRequest);
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AddLocalPacketHandler(PacketType.UUIDGroupNameRequest, HandleUUIDGroupNameRequest);
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@ -4602,7 +4602,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="client"></param>
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/// <param name="packet"></param>
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/// <returns></returns>
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protected virtual bool Logout(IClientAPI client, Packet packet)
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protected virtual bool HandleLogout(IClientAPI client, Packet packet)
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{
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if (packet.Type == PacketType.LogoutRequest)
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{
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@ -4640,7 +4640,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="simclient"></param>
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/// <param name="packet"></param>
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/// <returns></returns>
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protected bool AgentTextureCached(IClientAPI simclient, Packet packet)
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protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet)
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{
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//m_log.Debug("texture cached: " + packet.ToString());
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AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
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@ -4670,7 +4670,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return true;
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}
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protected bool MultipleObjUpdate(IClientAPI simClient, Packet packet)
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protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet)
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{
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MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket)packet;
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if (multipleupdate.AgentData.SessionID != SessionId) return false;
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@ -256,8 +256,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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//if (packetCount > 1)
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// m_log.Debug("[LLUDPSERVER]: Split " + packet.Type + " packet into " + packetCount + " packets");
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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@ -295,8 +295,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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//if (packetCount > 1)
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// m_log.Debug("[LLUDPSERVER]: Split " + packet.Type + " packet into " + packetCount + " packets");
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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@ -130,9 +130,9 @@ namespace OpenSim.TestSuite
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public void startup()
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{
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client.Settings.LOGIN_SERVER = loginURI;
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client.Network.OnConnected += new NetworkManager.ConnectedCallback(this.Network_OnConnected);
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client.Network.OnSimConnected += new NetworkManager.SimConnectedCallback(this.Network_OnConnected);
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client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(this.Network_OnDisconnected);
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client.Network.LoginProgress += this.Network_LoginProgress;
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client.Network.SimConnected += this.Network_SimConnected;
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client.Network.Disconnected += this.Network_OnDisconnected;
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if (client.Network.Login(firstname, lastname, password, "pCampBot", "Your name"))
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{
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@ -155,19 +155,22 @@ namespace OpenSim.TestSuite
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}
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}
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public void Network_OnConnected(object sender)
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public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
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{
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if (args.Status == LoginStatus.Success)
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{
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if (OnConnected != null)
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{
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OnConnected(this, EventType.CONNECTED);
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}
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}
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}
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public void Simulator_Connected(object sender)
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public void Network_SimConnected(object sender, SimConnectedEventArgs args)
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{
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}
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public void Network_OnDisconnected(NetworkManager.DisconnectType reason, string message)
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public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
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{
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if (OnDisconnected != null)
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{
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@ -151,9 +151,9 @@ namespace pCampBot
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client.Throttle.Texture = 100000;
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client.Throttle.Wind = 100000;
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client.Throttle.Total = 400000;
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client.Network.OnConnected += new NetworkManager.ConnectedCallback(this.Network_OnConnected);
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client.Network.OnSimConnected += new NetworkManager.SimConnectedCallback(this.Network_OnConnected);
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client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(this.Network_OnDisconnected);
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client.Network.LoginProgress += this.Network_LoginProgress;
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client.Network.SimConnected += this.Network_SimConnected;
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client.Network.Disconnected += this.Network_OnDisconnected;
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client.Objects.ObjectUpdate += Objects_NewPrim;
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//client.Assets.OnAssetReceived += Asset_ReceivedCallback;
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if (client.Network.Login(firstname, lastname, password, "pCampBot", "Your name"))
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@ -349,19 +349,22 @@ namespace pCampBot
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return clothfolder;
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}
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public void Network_OnConnected(object sender)
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public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
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{
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if (args.Status == LoginStatus.Success)
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{
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if (OnConnected != null)
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{
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OnConnected(this, EventType.CONNECTED);
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}
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}
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}
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public void Simulator_Connected(object sender)
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public void Network_SimConnected(object sender, SimConnectedEventArgs args)
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{
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}
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public void Network_OnDisconnected(NetworkManager.DisconnectType reason, string message)
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public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
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{
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if (OnDisconnected != null)
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{
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@ -42,7 +42,7 @@
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; SmartThreadPool is reported to work well on Mono/Linux, but
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; UnsafeQueueUserWorkItem has been benchmarked with better
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; performance on .NET/Windows
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;async_call_method = SmartThreadPool
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async_call_method = SmartThreadPool
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; There are several operations on large collections (such as
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; the current avatar list) that can be run synchronously or
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