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If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
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Revert "Allow item links to be deleted even when other deletes and purges are disabled."
This reverts commit 491279f99afc65860d44765ee7829c7dd5e4e38e.
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If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
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we're inspecting in order to send the required inventory folders
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friendly 500 error instead of crashing out with a null reference and letting the connection hang
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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teleporting
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resulting downward spiral
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Allow more than 61 names in ban list without crashing the viewer.
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ILandObject.GetSimulatorMaxPrimCount() rather than use copy/pasted code
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instance methods since it didn't make sense to use anything other than the instance themselves.
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rather than duping the algo
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instead of the old 0.22 prims/meter squared fudge factor.
Thanks to tglion for this.
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To get this to work, I had to disable the dupe link check I put in a couple of commits ago.
When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set.
Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links.
However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes.
Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
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griefing attacks
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god mode to fool the viewer into thinking it can set that sale type
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setting the ContentLength of the response. That comes up to OpenSim as ContentLength=-1, which made the existing test fail.
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It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first.
This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
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that that obsolete function is not catching 404's as it should...
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failed. See comment in WebUtil.
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id item slot
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I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit).
This should stop lots of duplicate links being created when viewer 2 is used.
However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well.
It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API. WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
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messages to find out why updates are getting an error. WARNING: MASSIVE CONSOLE SPAM ON TPs."
This reverts commit 5548f837501184d68c352097ad1a1de566e18ca0.
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to find out why updates are getting an error. WARNING: MASSIVE CONSOLE SPAM ON TPs.
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were previously on, so we need to send 254 (offline) explicitly. Also removing the +/-4 for HGMap, because it makes the map flicker.
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