John Hurliman
e31024f08b
Print the exception message when CSJ2K decoding fails for sculpty textures
2009-10-28 01:30:39 -07:00
Mikko Pallari
8254256fe9
Modified visibilities of properties and methods. This is so that SL client based clients can use UDP server that is inherited from LLUDPServer.
2009-10-28 00:41:13 -07:00
Diva Canto
6a6a8df1ba
Make map search work also for hyperlinked regions.
2009-10-27 20:32:48 -07:00
John Hurliman
76dc52dba4
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-10-27 16:26:02 -07:00
John Hurliman
0c466b28bb
Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-27 16:24:43 -07:00
John Hurliman
f89c2cac0f
Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks
2009-10-27 14:16:01 -07:00
Melanie
d068d108ad
Remove the SECS loader
2009-10-27 21:11:10 +00:00
John Hurliman
2525810e2a
Removed the DotNetEngine scripting engine. You will need to create a fresh checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
2009-10-27 13:31:04 -07:00
Melanie
92f7521983
Remove the rest of SECS. It was never used, except by an experimental version
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of the DotNetEngine that was never runnable.
2009-10-27 20:25:54 +00:00
John Hurliman
fefe767476
Lowering the position tolerance of terse updates for ScenePresences to mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
2009-10-27 13:16:58 -07:00
John Hurliman
a718d7d56a
Making the defaults for interest management variables match whether you have the [InterestManagement] section in your config or not
2009-10-27 10:17:20 -07:00
John Hurliman
bcd7593dfb
Forgot a line in the previous commit
2009-10-27 10:07:35 -07:00
John Hurliman
3a1ee79ee4
Finally hunted down the Parallel deadlock. Packets were being handled asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
2009-10-27 02:36:57 -07:00
John Hurliman
b498693cff
* Tweak to region module loading to check for a matching constructor first instead of throwing and catching exceptions
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* Commenting out the MySQL startup sequence that cleans out dropped attachments under the advice that it is no longer relevant. If anything, it could be brought back as a database cleanup console command
* Updated to the latest libomv 0.8.0-pre. UUID.TryParse() will no longer throw and catch exceptions for most failed UUID parses
2009-10-27 01:46:14 -07:00
John Hurliman
c75d415648
* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode
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* Minor code readability cleanup
2009-10-27 00:26:56 -07:00
John Hurliman
f5cad91578
* Switched from OpenJPEG to CSJ2K in Meshmerizer
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* Tested the previous patch and found no regressions
2009-10-26 19:03:55 -07:00
John Hurliman
d199767e69
Experimental change of PhysicsVector to Vector3. Untested
2009-10-26 18:23:43 -07:00
John Hurliman
b6651ce790
* Double the priority on avatar bake texture requests to get avatars rezzing in faster than the surrounding scene
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* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26 18:22:32 -07:00
John Hurliman
0b1726b524
Removing the ClientManager reference from IScene and hiding it entirely inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
2009-10-26 16:48:43 -07:00
John Hurliman
4847e62e9f
* Switched all operations on the list of clients that could be either sync or async to use Scene.ForEachClient() instead of referencing ClientManager directly
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* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
2009-10-26 16:33:04 -07:00
John Hurliman
119cf80e13
Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26 15:52:59 -07:00
Dan Lake
428bd7a74b
No need to create dupe TriMeshData for ODE. A previous patch created a dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
2009-10-26 15:14:19 -07:00
Dan Lake
ad624f703d
ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
2009-10-26 15:14:13 -07:00
John Hurliman
ff4b45a1e3
Do case-insensitive comparisons on region names in LLStandaloneLoginModule
2009-10-26 15:12:43 -07:00
John Hurliman
ac7ccdf7d7
* Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later
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* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-26 14:41:27 -07:00
John Hurliman
c04775bf68
Changed UseCircuitCode handling to be synchronous or asynchronous depending on the async_packet_handling config option, and added a debug log message when a UseCircuitCode packet is handled
2009-10-26 13:38:07 -07:00
John Hurliman
ff65b50236
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-10-26 11:28:43 -07:00
John Hurliman
2222172afa
Removed an unnecessary lock in LLUDPClient.UpdateRTO() and LLUDPClient.BackoffRTO()
2009-10-26 11:28:02 -07:00
Melanie
1209db6dcd
Thank you, RemedyTomm, for an update to your previous patch. Garbage-collect
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the transfers that never happen.
2009-10-26 15:51:28 +00:00
Melanie
7df54d4ad2
Thank you, RemedyTomm, for a patch to handle Xfer requests being dropped
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before the file data to be transfered is ready.
2009-10-26 04:52:11 +00:00
John Hurliman
0be79b285b
Having a commit fail... this fixes a typo in the previous commit(s?)
2009-10-25 01:13:50 -07:00
John Hurliman
593ce2e1fb
Minor tweaks to get OpenSim compiling against both the current libomv and the upcoming 0.8.0
2009-10-25 01:01:26 -07:00
John Hurliman
730930955a
Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
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* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff
* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()
* Improved the instantiation of PrimitiveBaseShape
2009-10-25 00:40:21 -07:00
John Hurliman
2c34619aea
* Changed various modules to not initialize timers unless the module is initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
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* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
2009-10-23 14:22:21 -07:00
John Hurliman
52a4534f7f
* Change the way Util.FireAndForget() calls SmartThreadPool to avoid using a delegate (which STP appears to hold on to). This removes the slow leak I was seeing when using async_call_method=SmartThreadPool and stabilizes allocated memory for an idle OpenSim instance
2009-10-23 13:45:18 -07:00
John Hurliman
a41cd1d069
* Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
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* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
2009-10-23 13:14:29 -07:00
John Hurliman
c749cf0061
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-10-23 10:37:01 -07:00
John Hurliman
4c45b5fd3c
Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been removed and several new parameters have been added to [ClientStack.LindenUDP]
2009-10-23 10:35:47 -07:00
dslake
8ba3afb59b
Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: Inconsistent locking of ODE tainted prims
2009-10-23 12:14:05 -04:00
unknown
71c929137f
Inconsistent locking of SenseRepeaters in Script Engine.
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When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration.
The attached patch locks SenseRepeatListLock in GetSerializationData()
2009-10-23 11:25:06 +01:00
Melanie
b0923e0d73
Fix a glitch in a ROBUST message
2009-10-23 10:41:05 +01:00
Melanie
1d47dbb380
Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim
2009-10-23 09:48:13 +01:00
John Hurliman
62f1a5e36d
Implemented a "FrontBack" prioritizer, using distance plus the plane equation to give double weight to prims/avatars in front of you
2009-10-23 02:38:59 -07:00
Melanie
d0019704e6
Adding the presence service skeleton
2009-10-23 09:47:45 +01:00
John Hurliman
37f7277378
Uncommented the resend log line so the previous commit can be seen in action
2009-10-23 01:33:43 -07:00
John Hurliman
ac0acb0296
* Changed the max RTO value to 60 seconds to comply with RFC 2988
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* Implemented section 5.5, exponential backoff of the RTO after a resend
2009-10-23 01:33:05 -07:00
John Hurliman
53bf479bab
Commented out noisy debugging about resent packets (normal) and agents setting throttles (normal)
2009-10-23 01:11:40 -07:00
John Hurliman
588361e2a2
Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed
2009-10-23 01:02:36 -07:00
Teravus Ovares (Dan Olivares)
f34e8adffb
* Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
2009-10-22 18:28:42 -04:00
John Hurliman
ba2972eaf6
* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue which is right
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* Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22 14:33:54 -07:00
John Hurliman
4ba3842d71
Forgot to hit save in the last commit
2009-10-22 13:24:24 -07:00
John Hurliman
167d8e39fa
* Sending (position - hipoffset) instead of position
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* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22 13:14:41 -07:00
John Hurliman
a16c3bf446
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-10-22 12:34:47 -07:00
John Hurliman
b2ed348aa2
Implemented a Watchdog class. Do not manually create Thread objects anymore, use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
2009-10-22 12:33:23 -07:00
KittoFlora
227c832d3b
Commented out instrumentation in ODEPrim.cs
2009-10-22 19:15:35 +01:00
John Hurliman
11013ad295
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-10-22 11:07:43 -07:00
John Hurliman
36b0e5e1d3
Terrible typo in the previous commit!
2009-10-22 11:07:23 -07:00
John Hurliman
6ca4b0f366
* Added a check if Util.m_ThreadPool is null before trying to use it, and if so initialize it to sane defaults
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* Simplified the InitThreadPool() function
2009-10-22 10:37:11 -07:00
Melanie
5d12170df9
Correct version number after merge
2009-10-22 17:41:42 +01:00
Melanie
fc4ff09181
Merge branch 'vehicles'
2009-10-22 17:39:19 +01:00
Snowcrash
84ac0f56f5
Fixing the patch to the patch
2009-10-22 17:36:52 +01:00
Snowcrash
47d8b6c5f5
Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParams
2009-10-22 17:36:49 +01:00
Jeff Ames
d756fa01ae
Add copyright header. Formatting cleanup.
2009-10-22 18:57:24 +09:00
John Hurliman
5d07e18980
A synchronous call to the messaging server was blocking the process of promoting an agent to a root agent (logins and teleports). Changed to an async method
2009-10-22 02:27:06 -07:00
John Hurliman
2f394b7e7e
* Allow SmartThreadPool to be initialized without setting max stack size (like the original implementation)
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* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
2009-10-22 01:30:12 -07:00
Melanie
c4969d47d9
Merge branch 'master' into vehicles
2009-10-22 07:12:10 +01:00
Melanie
1e71e3f910
Remove the "mel_t" from version string
2009-10-22 07:03:40 +01:00
Melanie
b35fbe1f98
Merge branch 'melanie_test' into prioritization
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This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
2009-10-22 07:02:21 +01:00
John Hurliman
32ccd5bb40
* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to Util.FireAndForget()
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* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-21 23:03:18 -07:00
Melanie
624af66c35
Make the LSL scripting delays take full effect. To tune, tweat the
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ScriptDelayFactor in config
2009-10-22 05:42:34 +01:00
Melanie
8ce4fd7234
Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2
2009-10-22 04:02:26 +01:00
Melanie
8a336c6860
Add MaxPoolThreads in startup to limit the size of the thread pool used
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for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-22 02:28:53 +01:00
John Hurliman
6492640e72
* Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue
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* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep
* Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)
2009-10-21 18:03:41 -07:00
Melanie
9ec55df988
Mark new version
2009-10-22 01:51:27 +01:00
John Hurliman
4e04f6b3a5
* Clarified what FireQueueEmpty is doing with a MIN_CALLBACK_MS constant and upped it to 30ms
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* Removed the unused PacketSent() function
* Switched UnackedPacketCollection from a SortedDictionary to a Dictionary now that the sorting is no longer needed. Big performance improvement for ResendUnacked()
2009-10-21 17:02:55 -07:00
John Hurliman
2b39ff0a39
Merged master into prioritization
2009-10-21 16:24:17 -07:00
John Hurliman
b06f258319
* FireQueueEmpty now checks if a measurable amount of time has passed, and if not it sleeps for a small amount of time. This throttles OnQueueEmpty calls where there is no callback or the callback is doing very little work
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* Changed HandleQueueEmpty()'s Monitor.TryEnter() calls to locks. We want to take our time in this function and do all the work necessary, since returning too fast will induce a sleep anyways
2009-10-21 16:21:08 -07:00
John Hurliman
2752a3525c
* Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene
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* Testing a fix from Jim to make the cpu usage fix cleaner
2009-10-21 15:22:23 -07:00
John Hurliman
62f1bfd136
Testing out a hack to identify the source of the high cpu usage
2009-10-21 14:25:22 -07:00
John Hurliman
bb4da417ad
Removing the Sleep(0) call from the OutgoingPacketHandler
2009-10-21 14:03:49 -07:00
John Hurliman
7ee422a344
* Handle UseCircuitCode packets asynchronously. Adding an agent to a scene can take several seconds, and was blocking up packet handling in the meantime
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* Clamp retransmission timeout values between three and 10 seconds
* Log outgoing time for a packet right after it is sent instead of well before
* Loop through the entire UnackedPacketCollection when looking for expired packets
2009-10-21 13:47:16 -07:00
Melanie
d88bb83136
Fix llParticleSystem to accept LSL variables and LSL constants in place
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of the named constants for the rule selector.
Information provided by Snowcrash
2009-10-21 20:47:24 +01:00
John Hurliman
9178537e94
* Replaced the UnackedPacketCollection with a lockless implementation. The tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless
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* Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked
* Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
2009-10-21 11:59:48 -07:00
Melanie
8dd15fd5a5
Patch by mcortez: Remove lock from scene presence updating in groups module
2009-10-21 18:45:37 +01:00
John Hurliman
c0c845aea4
Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the same category
2009-10-21 01:07:40 -07:00
John Hurliman
cde47c2b3d
Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle
2009-10-21 00:18:35 -07:00
Melanie
93b24b5207
Fix web map retrieval for regions configured via .ini
2009-10-21 03:44:40 +01:00
Melanie
2a886fd76c
Really make module port selection work. Implement port setting in
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LLProxyLoginModule.
2009-10-21 02:19:45 +01:00
John Hurliman
45dc4e0a54
* Added a sanity check to GetScriptAssemblies() and GetScriptStates() for the case where no scripting engine is enabled
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* Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
2009-10-20 18:19:17 -07:00
John Hurliman
1833c69568
* Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets
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* Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-20 15:19:19 -07:00
John Hurliman
d38f33736c
* Removed the throttle speed optimizations to see if it brings stability back
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* Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
2009-10-20 14:41:20 -07:00
John Hurliman
d1ab11dc2a
Added try/catches in the outgoing packet handler to match the one in the incoming packet handler
2009-10-20 12:43:09 -07:00
John Hurliman
99abe885c8
Fixing position/rotation/collisionplane in ObjectUpdate packets for avatars
2009-10-20 12:30:34 -07:00
John Hurliman
edd393ff30
Reverting the deletion of files related to texture sending until we figure out exactly what is and isn't needed
2009-10-20 11:58:23 -07:00
Melanie
f568982e69
Cleanup and comment the region module loader. Add support for configuring
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a server port to use for modules in a generic way and also add support
for disabling modules that don't support proper disabling.
Add support for selective loading by class name (advanced users only)
2009-10-20 19:38:35 +01:00
John Hurliman
8151190a45
* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were based on something that could change
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* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-20 10:56:15 -07:00
John Hurliman
9a5e7222ce
* Removing cruft left over from the conversion to the new texture sending and UDP code
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* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
2009-10-20 10:33:23 -07:00
Melanie
9bc303d293
Add MainServer.GetHttpServer(port) method for using multiple listener
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ports in region modules
2009-10-20 16:57:22 +01:00
Melanie
26863c04a5
Change "config save" to "config save <filename>", which is mandatory.
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File name is enforced to NOT be OpenSim.ini
2009-10-20 14:02:11 +01:00
Snowcrash
182693628c
Fix for index error in llList2String
2009-10-20 02:09:24 -07:00