This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality
* This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change
* Value may be further tuned
* Removed temporary decals since the multipler setting will stick around now
* This should probably be 1, but currently by default it is 8, to reflect what was being eon3 in OpenSim before this revision. So if the client requested a maximum throttle
of 1500 kilobits per second, we would actually send out 1500 kilobytes per second
* Adjusting this multiplier down towards 1 may improve your OpenSim experience, though in other situations it may degrade (e.g. if you're using a standalone over high bandwidth
links)
* This is currently a user setting because adjusting it down may currently reveal other OpenSim bugs.
* This may help us detect if mysterious UDP disconnects are happening because of this.
* Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
* This moves authentication from the client thread (where failure was difficult to detect) to the particular thread handling that packet
* I've kept the authentication outside of the crucial clientCircuits lock (though any delay here is probably swamped by the other delays associated with login)
* Also added more to the unit test to ensure this doesn't regress
* Not sure why things still worked in the presence of this bug - possibly the problem is compensated for later on. If you are having udp session problems this bug fix may help
(though no guarantees).
* Guys, there's an endless loop there *ON PURPOSE*. Please don't try to *fix* it. We must continue to process the UDP stream buffer on clients that disconnected nastily until it ends or the UDP server accept thread will die a horrible death.
* Regarding an earlier change, I think it would be possible to eliminate the creation of new IPEndPoints on every end receive if we did the client circuit lookup before starting
the next receive. However, this would be a performance trade off and hence not worth trying without performance testing
* This widened what I think is an existing race condition where asynchronous recieves could potentially stomp on each other's end points (though this must occur very rarely, if at
all, in reality)
* This allows multiple user profile providers to be specified in OpenSim.ini separated by commas
* If multiple providers are specified then a request for a user profile will query each in turn until the profile is either found or all have been queried
* Unfortunately I don't believe this order can currently be specified, which if true is something that will need to be fixed.
* Thanks to smeans for the original patch.