Reverting the texture sending patch and the new libOMV. This makes this

release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
This commit is contained in:
Melanie Thielker
2008-11-19 06:15:21 +00:00
parent 44a94055a4
commit 3234472d62
73 changed files with 589 additions and 705 deletions

View File

@@ -44,18 +44,18 @@ using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OSD = OpenMetaverse.StructuredData.OSD;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;
using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using LLSD = OpenMetaverse.StructuredData.LLSD;
using LLSDMap = OpenMetaverse.StructuredData.LLSDMap;
using LLSDArray = OpenMetaverse.StructuredData.LLSDArray;
using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
using BlockingLLSDQueue = OpenSim.Framework.BlockingQueue<OpenMetaverse.StructuredData.OSD>;
using BlockingLLSDQueue = OpenSim.Framework.BlockingQueue<OpenMetaverse.StructuredData.LLSD>;
namespace OpenSim.Region.Environment.Modules.Framework
{
public struct QueueItem
{
public int id;
public OSDMap body;
public LLSDMap body;
}
public class EventQueueGetModule : IEventQueue, IRegionModule
@@ -146,7 +146,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
#region IEventQueue Members
public bool Enqueue(OSD ev, UUID avatarID)
public bool Enqueue(LLSD ev, UUID avatarID)
{
m_log.DebugFormat("[EVENTQUEUE]: Enqueuing event for {0} in region {1}", avatarID, m_scene.RegionInfo.RegionName);
try
@@ -308,7 +308,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
// }
BlockingLLSDQueue queue = GetQueue(agentID);
OSD element = queue.Dequeue(15000); // 15s timeout
LLSD element = queue.Dequeue(15000); // 15s timeout
Hashtable responsedata = new Hashtable();
@@ -337,7 +337,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
OSDArray array = new OSDArray();
LLSDArray array = new LLSDArray();
if (element == null) // didn't have an event in 15s
{
// Send it a fake event to keep the client polling! It doesn't like 502s like the proxys say!
@@ -354,10 +354,10 @@ namespace OpenSim.Region.Environment.Modules.Framework
}
}
OSDMap events = new OSDMap();
LLSDMap events = new LLSDMap();
events.Add("events", array);
events.Add("id", new OSDInteger(thisID));
events.Add("id", new LLSDInteger(thisID));
lock (m_ids)
{
m_ids[agentID] = thisID + 1;
@@ -366,7 +366,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
responsedata["int_response_code"] = 200;
responsedata["content_type"] = "application/xml";
responsedata["keepalive"] = false;
responsedata["str_response_string"] = OSDParser.SerializeLLSDXmlString(events);
responsedata["str_response_string"] = LLSDParser.SerializeXmlString(events);
m_log.DebugFormat("[EVENTQUEUE]: sending response for {0} in region {1}: {2}", agentID, m_scene.RegionInfo.RegionName, responsedata["str_response_string"]);
return responsedata;
@@ -424,7 +424,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
}
public OSD EventQueueFallBack(string path, OSD request, string endpoint)
public LLSD EventQueueFallBack(string path, LLSD request, string endpoint)
{
// This is a fallback element to keep the client from loosing EventQueueGet
// Why does CAPS fail sometimes!?
@@ -473,7 +473,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
thisID = m_ids[AvatarID];
BlockingLLSDQueue queue = GetQueue(AvatarID);
OSDArray array = new OSDArray();
LLSDArray array = new LLSDArray();
LLSD element = queue.Dequeue(15000); // 15s timeout
if (element == null)
{
@@ -489,7 +489,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
thisID++;
}
}
OSDMap events = new OSDMap();
LLSDMap events = new LLSDMap();
events.Add("events", array);
events.Add("id", new LLSDInteger(thisID));
@@ -512,7 +512,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
{
//return new LLSD();
}
return new OSDString("shutdown404!");
return new LLSDString("shutdown404!");
}
}
}