| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
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This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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enabled or disabled at any point, not just during initial startup.
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
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logins disabled on startup.
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once when the region is ready.
Switch MapImageServiceModule to use this.
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region name.
This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed
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event exceptions to see call path leading up to it.
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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Looks like the wrong one was cut and pasted.
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scene before physics simulation step rather than after
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
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caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
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functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
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require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
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Conflicts:
OpenSim/Framework/Client/IClientInventory.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
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Conflicts:
OpenSim/Data/MySQL/MySQLXAssetData.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
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AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
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with region heartbeats
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early access to changed parameters.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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is less than 0
This is to stop bad values and subsequent viewer crashes.
Thanks to Michelle Argus for this patch.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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scripts from the appdomain in XEngine.
All the other actions (script state save, etc.) still occur.
This makes shutdown where there are many scripts vastly quicker.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
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FriendsModule.FetchFriendslist() asychronously.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
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Avatar moves and stops. However, will stop in mid stride.
And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so).
Clearly more work is needed.
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that they know when the scene's objects have been loaded from the DB.
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Added an event to signal the eabling of logins and added an alert to send to a configured service.
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the SceneGraph is torn down.
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