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OpenSim.ini.example.
If anybody was changing this and wondering why there was no effect, this is why.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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SendCreateChildAgent" message
This is misleading since a simulator will call this method before successfully trying remote regions.
Also comments out spammy "[SIMULATION]: Stream handler called" AgentHandlers messages for now.
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57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
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This is necessary to see map tiles on v2/v3 viewers and appears to work fine
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deregister region message
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(e.g. 1000, 1000) rather than meter positions (256000, 256000)
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regeneration.
Maptile storage appears orthogonal to region registration
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This will hopefully address mantis 5471, 5694 and 5718.
This code is now in opensim-libs, along with Diva's slightly older patches (which were already applied to the DLLs in the opensim tree).
Thanks Oren!
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scripts are loading.
From field experience, we know that simulators can be unstable if a user logs in before the scripts have finished loading.
This commit turns login_disable = true in [RegionReady] on by default which prevents this from happening.
If you want the old behaviour, please copy these section from OpenSimDefaults.ini into OpenSim.ini and set login_disable = false
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This only provides enough functionality to allow operations for no money (e.g. sell for $0).
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after printing out the error, since this method is invoked by users.
Still throwing the exception on the stream method since this invoked programatically
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putting out a useful complaint message if we haven't for some reason
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scripts from the appdomain in XEngine.
All the other actions (script state save, etc.) still occur.
This makes shutdown where there are many scripts vastly quicker.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
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changes, just cleanup
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read lock
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Recent issues in http://opensimulator.org/mantis/view.php?id=5794 were not related to HG friends
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user's homeurl
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This is <thread-name> (<region-name>)
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This also adds time since started to "show threads". Unfortunately these two changes got mixed in.
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This might help with
[USER AGENT CONNECTOR]: new connector to ()
[USER AGENT CONNECTOR]: Unable to contact remote server for GetServerURLs
[USER AGENT CONNECTOR]: Malformed Uri : Argument cannot be null.
Parameter name: uriString
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constructed it
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EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
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collision event dictionary, marshall them via a change dictionary first.
This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where
1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing
2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments
3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts.
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a list
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As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
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All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
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not being used any more - it's now IEntityTransferModule and SimulationService instead
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RecacheFriends() to reflect their intended function
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better reflect its actual function
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FriendsModule.FetchFriendslist() asychronously.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
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structs are so not passed by reference (and they're immutable!)
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
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