| Commit message (Collapse) | Author | Files | Lines |
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this with a warning.
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don't try to extract materials data rather than throw an exception
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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messages instead of a warning message.
Same justification as earlier commit 996a6c2. These are not warnings but should still be visible to the user at any log level.
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when sending group messages, not just those after get group members and get presence status, as applicable
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that of the groups module.
This is to allow us to get useful information on messaging without being overwhelmed by the rest of groups debug.
Enabled with [Groups] DebugMessagingEnabled = true in config (default false)
Or "debug groups messaging verbose true|false on the console" (similar to existing groups setting).
Done for both xmlrpc and V2 groups.
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notice with XmlRpcGroups messaging did not appear in the user's inventory.
This was because the "session ID" when the message template was copied was always replaced with the group ID, whereas a notice requires this to be the notice ID.
Instead just copy the "session ID" as is - other callers already have this set properly so replacing with group ID was redundant anyway.
Relates to http://opensimulator.org/mantis/view.php?id=7037
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handle notices to offline users directly as known undeliverable messages rather than discarding or attempting delivery.
Offline notices can still be controlled with the [Messaging] ForwardOfflineGroupMessages setting.
Looks to address more of http://opensimulator.org/mantis/view.php?id=7037
Only for Flotsam now for testing, but if approach works should be possible with core offline notices as well.
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GroupsMessagingModule.ProcessMessageFromGroupSession()
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NPCs would be seen by other viewers.
It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one.
This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs.
Resolves http://opensimulator.org/mantis/view.php?id=7110
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Extends basic physics to allow av movement on a varregion (basic physics is only really useful for regression test purposes).
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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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PrimLimitsModule.CanObjectEnter() when we know for sure that we need them.
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was failing, with the object returning to its original position.
Root cause was that PrimLimitsModule was not properly handling the case where the parcel it was asked to check was outside the current region's bounds.
If this is the case, we can abort the check since the receiving region will perform it.
Added a regression test for this case.
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or trailing whitespace between comma separate module combinations.
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Recent versions of Firestorm and Singularity have started sending the viewer name in the 'Channel' field, leaving only their version number in the 'Viewer' field. So we need to search both of these fields for the viewer name.
This resolves http://opensimulator.org/mantis/view.php?id=6952
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use for fetching group data to be different from im.fromAgentID
This is because xmlrpcgroups currently always checks visibility for the requesting agent ID (unlike Groups v2, which can accept UUID.Zero)
But group notice IMs have a from agent which is the group rather than the sending agent.
Further addresses http://opensimulator.org/mantis/view.php?id=7037
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group chat to avoid timeout issues when sending messages to large groups.
Only implementing for XmlRpcGroups initially to test.
May require MessageOnlineUsersOnly = true in [Groups] to be effective.
In relation to http://opensimulator.org/mantis/view.php?id=7037
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This commit eliminates all of the 'border' class and list code and replaces
it with testing if in the current region.
Impacts: can make a mega-region out of varregions of the same size; and
mega-region combinations must be rectangular (not square but rectangular)
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XmlRpcGroupsServiceConnector error
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llRezAtRoot except that the start parameter is a Json string that will
be unpacked into a json store identified by the objects uuid. This
makes a much more expressive (and simpler) way of passing initial
parameters to a rezzed object.
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is intended for use in region modules and is not exposed to scripts.
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command - should not have been "image queues show"
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from the "show queues" console report to stop screwing up formatting.
"show pquques" already did this
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make them available for viewing. Any new materials added to the scene will become assets.
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removed, when a script is removed, or when a script is reset. Also
added a stats command to track the number of json stores used by
a region. Will probably add some more commands later.
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persisted
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legacy materials
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and store them as assets
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creating a Material asset, set the current agent as the Creator.
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the default material
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"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
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matsMap["Material"] is missing) - Reduced logging
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with a passed region size. This time in the map code and grid services code.
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sending
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
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console rather than log as warning
The problem with logging at warn is that these aren't actually warnings, and so are false positives to scripts that monitor for problems.
Ideally, log4net would have a separate "status" logging level, but currently we will compromise by putting them to console, as they are user-oriented
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NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
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These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
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