| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
if we know there is no one there, so that the server finishes handling
it.
|
| |
|
|
|
|
|
| |
those again, getting code closer to os
again
|
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
|
| |\ |
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | | |
APPEARANCEMESSAGE_VERSION. For reference only, this aren't used in sim for
now
|
|\ \ \ \
| |_|_|/
|/| | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Framework/RegionSettings.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
|
| | |\ \ \ |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
been deleted or has no spawn points.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
|
| | | | | | |
|
| | | | | | |
|
| |\ \ \ \ \
| | |/ / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |\ \ \ \
| | | |/ / / |
|
| | | | | | |
|
| | |\ \ \ \
| | | |/ / / |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
its main permissions
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Patch from http://opensimulator.org/mantis/view.php?id=6864 except with tabs replaced by spaces
Thanks cinderblocks!
|
| |\ \ \ \ \
| | |/ / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Data/SQLite/SQLiteUserProfilesData.cs
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Services/UserProfilesService/UserProfilesService.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
Conflicts:
OpenSim/Framework/RegionInfo.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
locations and for the conversion of region world location to region
'region' location. These routines will replace all the arithmatic
scattered throughout OpenSimulator.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
and RegionData.
This does not modify interfaces or handling of variable sized regions. This only
enables the loading and storing of the region size and the reporting of the
region size in grid service responses.
The database tables already have the code to load and store the region size.
|
| | |\ \ \ \
| | | |/ / / |
|
| | | | | | |
|
| | |\ \ \ \
| | | |/ / / |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
console rather than log as warning
The problem with logging at warn is that these aren't actually warnings, and so are false positives to scripts that monitor for problems.
Ideally, log4net would have a separate "status" logging level, but currently we will compromise by putting them to console, as they are user-oriented
|
| | | | | | |
|
| | |/ / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
|
| | | | |
| | | | |
| | | | |
| | | | | |
This reverts commit 1842388bb4dcf5ecd57732ffa877b6ca1a3dec7b.
|
| |\ \ \ \
| | |/ / / |
|
| | | | | |
|
| |\ \ \ \
| | |/ / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
.gitignore
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
prebuild.xml
runprebuild.bat
|
| | | | |
| | | | |
| | | | |
| | | | | |
conventions used elsewhere in code
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
been set.
Continue to return null instead.
|
| | | | |
| | | | |
| | | | |
| | | | | |
the viewers
|
| | | | |
| | | | |
| | | | |
| | | | | |
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
|
| |\ \ \ \
| | |/ / /
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
[Startup] section.
These are long unused but confusingly will be seen in the [Startup] section on a "config save".
|
| |\ \ \ \
| | |/ / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | | |
| | | | |
| | | | |
| | | | | |
specify number of concurrent requests on a service.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
belong there.....)
* Add an IsBlocked(string Key) method so it can be used more generically. (think.. if we want to rate limit login failures, we could have a call in the Login Service to IsBlocked(uuid.ToString()) and ignore the connection if it returns true, if IsBlocked returns false, we could run the login information and if the login fails we could run the Process method to count the login failures.
|
| | | | |
| | | | |
| | | | |
| | | | | |
* Break out common BasicDOSProtector code into separate class.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
HTTP Server handlers. XMLRPC Handler, GenericHttpHandler and <Various>StreamHandler
* Applied the XmlRpcBasicDOSProtector.cs to the login service as both an example, and good practice.
* Applied the BaseStreamHandlerBasicDOSProtector.cs to the friends service as an example of the DOS Protector on StreamHandlers
* Added CircularBuffer, used for CPU and Memory friendly rate monitoring.
* DosProtector has 2 states, 1. Just Check for blocked users and check general velocity, 2. Track velocity per user, It only jumps to 2 if it's getting a lot of requests, and state 1 is about as resource friendly as if it wasn't even there.
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | | |
careminster
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
shouldn't
* Fixes cases where Last Attachment Point doesn't get written when it should.
* Fixes Null Reference in BaseHttpServer when shutting down, null path provided.
* Drop then Wear retains Last Attachment Point
|
| |\ \ \ \ \
| | |/ / / /
| |/| / / /
| | |/ / /
| | | | |
| | | | | |
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
| | | | |
| | | | |
| | | | |
| | | | | |
it easier to write WebSocket service code that is resistant to Denial of Service attacks.
|