| Commit message (Collapse) | Author | Age | Files | Lines |
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* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
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style way over XMLRPC.
* Friend status updates are still only local, so you still won't know before instant messaging someone if they're online.
* The server each user is on and the user server must be updated or the instant message won't get to the destination.
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related.
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patch from Dahlia. IM type stuff. No big deal, not done.
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noticed that Scene.Close() will only call Close on non-shared region
modules. i've now added code to SceneManager.Close() to collect all
shared region module from each scene before calling Scene.Close()
on it and then, once, all Scenes are closed, go through the list of
collected shared region modules and close them as well. SceneManager.Close()
is only called when we initiate a shutdown --- i've verified that a
Scene restart does not trigger the shutdown of shared modules :-)
also, this adds a couple of bug fixes to the IRCBridgeModule (which
after all didn't take kindly to being closed) as well as a check to
InterregionModule's Close() call.
finally, this fixes the RestPlugin's XmlWriter so that it no longer
includes the "xsd=..." and "xsi=..." junk.
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adding support for enabled = true|false for IRCBridgeModule
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replaced by EventManager events.
also, i've added instructions to README.txt about running
runprebuild.sh and on how to report bugs.
plus some minor fixes (dropping m_log statement left over
from debugging llOwnerSay, nicer catch of exception in
IRCBridgeModule
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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a clean interface for Sim broadcasts. Added SimBroadcast support to
ChatModule.
Removing all code from IRCBridgeModule dealing with agent/client directly.
Cleaning up ChatModule.
Polishing IRC messages, adding support for "/me" (both directions).
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finding out which region a new avatar was logging in to; the same problem
occurred when the client/avatar logged out. the reason was mani-fold:
- Scene.AddNewClient(...) would call SubscribeToClientEvents(client)
which would subscribe to all client events and then call
TriggerOnNewClient(...) BEFORE the ScenePresence object had even been
created and added. i've moved the TriggerOnNewClient() call to the
end of Scene.AddNewClient()
- Scene.AddNewClient(...) is called with child == true; a later call
to ScenePresence.MakeRootAgent() will turn child to false. When
OnNewClient is triggered, child is still true, causing IRCBridgeModule's
FindClientRegion to ignore the ScenePresence of the new avatar.
i've changed IRCBridgeModule to still use OnNewClient and also OnLogout
and OnConnectionClosed but only to signal that the avatar has logged on
(logged off respectively). to track whether an avatar has actually entered
a region i've added EventManager.OnMakeRootAgent (complementing
OnMakeChildAgent).
also, i've cleaned up the internal IRCModule code a bit. currently it
still uses IClientAPI.SendChatMessage() which replicates the code in
ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
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ChatModule is now only doing in-world chat. IRCBridgeModule is only doing, well,
bridging chat to/from IRC. Both modules are now using a new OnChatFromWorld event
handler (which Scene.PacketHandler is feeding for chat from in-world instead of
going via the Interface method). This refactoring will allow us to easily add
other bridge modules (e.g., an XMPP bridge module).
there is still a bug in IRCBridgeModule (inherited from the old ChatModule)
where FindClientRegion does not really find the client region...
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Previously, upload charging was possible only for UPD uploads.
This is because UDP uploads are charged by the viewer, while in CAPS,
this was changed to be server side, so hackers couldn't avoid
paying the upload charge. This patch adds a method to allow
implementation of this serverside charge.
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provide OSHttpRequest and OSHttpResponse to our REST handler.
also, this adds proper RestPlugin.IsGod() checking against the X-OpenSim-Godkey
HTTP request header.
last, i added XML doc comments to RestPlugin.cs
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half tiny amount implemented.
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The money module witll register (claim) an interface slot,
even when disabled. This patch fixes it so that it will not
register to supply this interface unless it's activated.
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libsecondlife.Packets
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group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
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* Down to 65 warnings.
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.NET throws a different error then mono does. Thanks Melanie!
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* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
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prefixes
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does not regenerate until you're dead!
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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with namespaces.
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directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.)
* This should be moved into a seperate project file.
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