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prevented passwords from being echoed after enter is pressed.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
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Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
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script state enum to reflect recent changes.
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Resolve merge conflicts
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
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sticking around
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conditions in linking and unlinking
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and move into SceneGraph.AddNewSceneObject()
The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages.
This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module
This code does not touch direct rez by a user
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myipaddress.com. Also removed client IP verification upon UDP connection that had been left there -- we can't do that in general.
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to make it more configurable.
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support estates without seeking further input on the console.
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Move Scene.ObjectSaleInfo() to this
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same name
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Signed-off-by: Melanie <melanie@t-data.com>
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immediately after a scene object is loaded from storage.
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restored to some heavy casting in order to preserve RegionCombinerModule semantics, pending better events.
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LAN client IPs into external IPs. This addresses some issues related to running both the user agents service and the viewer in the same machine/LAN, which then presents a problem when the user agent goes to an external network.
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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directly from the Region Info (and the region ini file)
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Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
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* Added an error message in initial estate owner creation that makes it clear what needs to happen.
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neighbours.
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* Cleaned up NewUserConnection.
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list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
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to 1 from 3
This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
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* Bug fix in TPs across neighboring regions: bug was introduced when getting rid of crashed sessions.
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