| Commit message (Collapse) | Author | Age | Files | Lines |
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freemove() is called
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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0 to indicate it's still starting rather than an error. There are other
methods that can discover the presence of a region and slow starting regions
may cause the watchdog to kill them while they start,
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Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
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bad effects, so needs some more testing
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resonable value ( 1m);
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similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
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sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
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parts also
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collisions report information.
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prim entry messed it up.
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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of funtions ).
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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If the script requesting permissions is owned by either the NPC or
the NPCs owner (if the NPC is created as owned) then grant any
permissions automatically.
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been closed not before.
If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed.
Bullet plugin does nothing on Dispose()
However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
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Also removes small bug where calling this method would add 1 to LPS, evne though all callers already did this.
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instead of searching the task inventory manually.
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SceneObjectPartInventory.GetInventoryItem(string)
Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
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Corrected to stop animations using the animation UUID similar to llStopAnimation.
See http://opensimulator.org/wiki/OsAvatarStopAnimation
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not before.
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return earlier to simplify method
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at SceneObjectPartInventory.ApplyNextOwnerPermissions().
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reason "Communications failure" no matter what the destination region actually returned
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before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
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of always true no matter what the callee actually returned.
This was due to two things
1) SimulationServiceConnector.QueryAccess was always looking to the outer result["success"].
But if a "_Result" map is returned (which is certainly the case right now), then the true success is _Result["success"], result["success"] is always true no matter what
2) If QueryAccess was false at the destination, then AgentHandlers.DoQueryAccess() was never putting this in the result.
The default action of SerializeJsonString() is not to put false booleans in the JSON!!!, so this has to be explicitly set.
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taking place, rather than just (falsely) logging that we're not going to proceed.
An oversight from recent commit 9ab0c81
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to the destination scene actually succeeds.
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