| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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the BOM, use a single Util.UTF8NoBomEncoding.
This class is thread-safe (as evidenced by the provision of the system-wide Encoding.UTF8 which does not suppress BOM on output).
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IClientAPI.RemoteEndpoint.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
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replace it by a simpler function that should do the same (?) (don't like
much those 10 + 1 bursts)
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Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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another avatar in the scene.
Very useful in serious game/environment scenarios where its only allowed for trusted creators.
Threat level Severe
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This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
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Allow NPCS to touch obects.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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this last may need fix) added also some code for llSetAngularVelocity but not working still
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the manager to tell what type of event it is. All events except for lsl http in
go to the "slow queue" which is run once per second as before.
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problem if any...
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rotation ( SendTerseUpdateToAllClients() in place of SendAvatarDataToAllAgents() )
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client rotation of avatars 'linked' to child parts. (put back some 'cosmetics' from previus commit). Still let lsl api use physics engine ideia of part Physical state on this where it should be SOP ideia, so is that is clear that sync with engine is SOP responsability.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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I can't see that these present any real hazard to sim functioning.
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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dictionary
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inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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rather than inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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renamed from ScriptByName()
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GetInventoryItem()
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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rather than have it iterate through TaskInventory itself.
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rather than have it iterate through TaskInventory itself.
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rather than iterate through TaskInventory itself.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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