| Commit message (Collapse) | Author | Age | Files | Lines |
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present on the command line for compatibility, but is ignored.
Avination's IAR operations are administratively done and the staff doesn't
have the passwords of the users.
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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resize from the JPEG2000 original rather than only saving it to disk.
This appears to be the cause of the warp 3d exception seen when starting a new region for the first time.
Subsequent starts were okay because resized saved bitmap was correctly retrieved from disk.
Should fix http://opensimulator.org/mantis/view.php?id=5204 and http://opensimulator.org/mantis/view.php?id=5272
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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the BOM, use a single Util.UTF8NoBomEncoding.
This class is thread-safe (as evidenced by the provision of the system-wide Encoding.UTF8 which does not suppress BOM on output).
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the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
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This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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currently only checks for the presence of script items, not for started scripts
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
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debugging
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and the sim's http client
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the first place.
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Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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This was causing 2 copies of the module to be created for each scene.
Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded)
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the scene graph
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AttachObject() for better code comprehension
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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the manager to tell what type of event it is. All events except for lsl http in
go to the "slow queue" which is run once per second as before.
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it's timeout
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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It appears this was never actually used since attachments were rezzed in other code.
This was never available on remote simulator comms, only local.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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matches out fromItemID on detach, go through the agent's attachment sog list instead.
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RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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nonexistent URL for http-in
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This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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