| Commit message (Collapse) | Author | Files | Lines |
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chat
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chat both ways.
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child presence connection directly rather than routing through TestClient.
This code isn't relevant to this test and is already exercised by other tests.
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to west.
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asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
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These characters are used as placeholders for other characters: ": /". But we should search first for the exact string the user entered, and only if that fails then replace the characters and search again.
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anywhere in neighbouring regions.
This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
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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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Cross, because the permission checks are different.
Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
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due to permissions (in QueryAccess and IsAuthorizedForRegion)
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error messages.
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like copy-paste items in inventory.
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staircases. This change is required because of the change in the
avatar default shape from the capsule to the rectangle.
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currently being used as a flag to orchestrate destination simulator threads on teleport.
If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
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to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them.
This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released.
Relates to http://opensimulator.org/mantis/view.php?id=7148
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EstateManagementModule relating to RAW file uploading.
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rather than infinite timeout.
This both signals a problem with the URL and eventually frees the thread, rather than hanging indefinitely with no information.
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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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of xmlrpc and core offline IM modules
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GroupsMessagingModule.ProcessMessageFromGroupSession()
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assets associated with foreign users were being missed.
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There is a problem here with infinite recursion, but this patch loses the 'hunting' behaviour where the code will attempt multiple lookups if the avatar is teleporting rapidly around different simulators.
This patch only does a single lookup before giving up.
This reverts commit cecb446e0e91ede0b05ea9cf40c1313782241f3d.
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version of default user switch for load oar :q :q
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and the prim is deleted.
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object, not just avatars sitting on the sittarget in the object containing the script. or when the object is owned by the parcel, land group or estate owner.
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This patch implements llGetMassMKS as it is described in the wiki
http://wiki.secondlife.com/wiki/LlGetMassMKS
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from the prim until it was successfully copied to the user
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to a user's inventory.
Also, actually show the error to the user in more cases. (Previously, sometimes the operation failed without telling the user anything.)
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Folder Type 8. (Previously we had used Folder Type -1 in one place, and LLClientView didn't even bother changing Folder Type 100 to anything else.)
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llSetLinkPrimitiveParamsFast() )
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central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets
are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server.
Note that this an advanced configuration and requires some security strengthening coming up.
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This patch adds ATTACH_AVATAR_CENTER and ATTACH_NECK
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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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