| Commit message (Collapse) | Author | Age | Files | Lines |
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seem necessary
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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changes
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- cleanups and more comments in ChatModule and IRCBridgeModule
- adding Name support in ScenePresence
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directory
* This is not yet a real module (and is arguably not a region module anyway)
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the functional it actually fulfills
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
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UpdateUserProfile
* the methods were identical except that the Properties one did a check for the user profile beforehand. However, every caller was doing this already anyway.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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* Thanks noralbion
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1000 chars to avoid the exception thrown by libomv at 1100 chars.
Change string->int conversion so it copes with non-numeric chars
after the number and no longer uses a float to parse the value.
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Mantis #1975 in a broader way. This may or may not prop up
secure inventory a bit better, but I still recommend to disable it
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and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
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It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
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Disallow bulk uploads if money module is present and upload cost
is set and the user hasn't got sufficient funds.
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the same simulator
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to Scene.INventory.cs
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Scripts can now no longer DOS the user server and there are a lot fewer
gratuitious lookups of user profile data.
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the database is now intepreted as follows: low byte = user flags.
Next byte, low nibble: Deternines the text (Resident, Lifetime, etc)
shown. No customn text support yet.
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being heard across whole grids.
Fixes Mantis #1855
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the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
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some cases
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"nicknum" to provide backwards compatibility for existing OpenSim.ini files
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Adds some IRC bridge improvement.
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* code caught lingering around with no real purpose other than causing warnings
will be taken down.
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useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
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however, I think I understand now how to make it work. I just don't want
to have this broken for people this weekend.
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will work.
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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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