This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
Not yet enabled by default. You can enable this by setting Cap_FetchInventory2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini
Enabling both FetchInventory2 and FetchInventoryDescendents2 improves the situation with properly fetching attachments and hud objects
Probably because viewers are never expecting the odd situation where FetchInventoryDescendents2 is present but not FetchInventory2
However, for some reason attachments and hud objects occasionally fail to appear, though their status is correct in inventory
For attachments, focussing on the avatar makes them appear. Hud objects have to be reattached.
As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars. This is done via the AvatarAppearance packet instead.
Tested this back to viewer 1.23.
Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
The caller is already an async thread from LLClientView so this doesn't hold up the client.
However, launching on a separate thread does remove the effect of m_setAppearanceLock
This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
This meant that if a user exited the region, the UploadTexture handler would be effectively removed for everyone, causing subsequent failures.
This hopefully resolves the recent UploadTexture LLSD problems
This was a regression in 5640f2e (Thu Dec 1 23:24:15 2011 +0000)
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
OutPacket() must be called within the m_killRecord lock. Otherwise the following event sequence is possible
1) LLClientView.ProcessEntityUpdates() passes the kill record check for a particular part suspends before OutPacket()
2) Another thread calls LLClientView.SendKillObject() to delete the same part and modifies the kill record
3) The same thread places the kill packet on the Task queue.
4) The earlier thread resumes and places the update packet on the Task queue after the kill packet.
This results in a ghost part in the sim that only goes away after client relog.
This commit also removes the unnecessary m_entityUpdates.SyncRoot locking in SendKillObject.
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)