This was an undocumented interface which I think was for long defunct region load balancing experiments.
Also adds method doc for some IClientNetworkServer methods.
This tells the viewer to enable the UI for export permissions.
WARNING: If your inventory store contains invalid flags data, this will result
in items becoming exportable! Don't turn this on in production until it's complete!
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* Add zero length blocks to the new packet blocks to remain compatible with older viewers and avoid a NullRef when _packets_.cs calls the Length parameter.. which adds up the Length property all of the blocks.
Extend implementors of IStatsCollector to return an OSDMap of stats.
Update UserStatsCollector and AssetStatsCollector to return both
string and OSDMap data (as well as console format).
This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
This prevents a slow grid information network call from holding up the main packet handling thread.
There's no obvious race condition reason for not doing this asynchronously.
This is to avoid the entire scene loop being held up when the group service is slow to respond.
There's no obvious reason for these queries to be sync rather than async.
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).