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When running for the first time, people see migration failures because of sql statements that are trying to move data from old tables (e.g. users). The amended text attempts to calm their nerves.
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text/plain.
Non-error responses to requests SessionCommand and CloseSession should use the appropriate content type for their XML data payload.
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Though this is actually thread-safe on .net 4.0 and mono today, the .net sdk states that Dictionary instance members are not guaranteed thread-safe
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This allows non public/debug region wide messages to be sent to scripts but not be broadast to avatars
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OpenSim/Framework/Tests/PrimeNumberHelperTests.cs
I'm assuming the lowercase tests was a mistake. Please revert if it actually wasn't
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requestingAgentID to RequestingAgentID
This was stopping the get group member roles call from working, and may have affected other things
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* Added MundaneFrameworkTests.cs for the really mundane tests like testing properties,constructors, etc in OpenSim.Framework.
* Fixed LeftAxis and UpAxis unpacking from OSD to AgentPosition (copy and paste error caught while writing mundane test) (Good thing nobody uses the camera frustum from remote regions yet)
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* Tests Animation Constructors
* Tests Animation OSD Packing/Unpacking
* Tests the PrimeNumberHelper class which is used in the cache.
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already applied
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ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
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Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
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This reverts commit 5dc9ea2f2487804d788b4b80d40d91bd792de4c2.
Also makes online indicators and IM more robust
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Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along.
The kill packet would then be placed on the state queue and possibly get sent before the update
If the update gets sent afterwards then client get undeletable no owner objects until relog
Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue
Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
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MapAndArray collection
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This reverts commit 5dc9ea2f2487804d788b4b80d40d91bd792de4c2.
Also makes online indicators and IM more robust
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a region queries for a nonexistent presence.
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to reduce scope for kill/update race conditions
This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update
This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged
Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks
However, evidence suggests that there is still a kill/update race somewhere
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Remove seldom changed options from OpenSim.ini.example.
Remove non-overridable settings like [Architecture] from OpenSimDefaults.ini
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external PHP and the default configuration makes it throw for not
having a URL to this PHP
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code readability
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scene, iterate over an unlocked list instead
Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView
At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on
Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
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config entry. Not every authorization service will need a URI.
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