| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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TestSameSimulatorIsolatedRegionsV2()
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the code that this is symmetric with CloseAgent()
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it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
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LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100)
This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message.
This is most probably why the message appeared to get lost on a proportion of entity transfers.
A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
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Patch taken from
http://opensimulator.org/mantis/view.php?id=4905
originally by Greg C.
Fixed to apply to r/23314 commit
ba9daf849e7c8db48e7c03e7cdedb77776b2052f
(cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
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all threads are seeing the latest value and not a cached one.
There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
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debugging purposes
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Collision Sounds.
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teleport protocol even if SIMULATION/0.2 is available.
This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
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calling this method
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and comment out later log message in ScenePresence.MakeRootAgent()
Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
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a root agent."
This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
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avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
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verb-noun is consistent with other similar methods
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explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
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updates on non-flag clothing editing
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events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
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The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
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was being called twice on each crossing.
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location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
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the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
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crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
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start running when pulled from data storage.
Conflicts:
OpenSim/Data/SQLite/SQLiteSimulationData.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
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so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
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hear chat from their source region for some time after teleport completion.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
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This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
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Conflicts:
OpenSim/Region/CoreModules/World/Region/RestartModule.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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commit.
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CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
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activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
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going to that region first.
If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid.
Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
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should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
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This will allow viewers to fix broken wearables as they detect them.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Services/Connectors/Neighbour/NeighbourServicesConnector.cs
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regression test for v2 transfers.
Also adjusts names of teleport setup helpers in EntityTransferHelpers
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transfer protocl
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