| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* This is achieved through two new keywords "microthreaded" and "relax". example:
public microthreaded void MyFunc(...) {
...
relax;
...
}
|
| |
|
|
|
|
| |
file
|
|
|
|
|
|
| |
* Database and the OGS1 plugins are not interested and hence ignore these calls
|
|
|
|
|
|
|
|
|
| |
cached)
* Plugin not yet used
* Existing functionality should not be affected in any way
|
|
|
|
|
| |
Cleanup tabs and spacing.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some other IRC timing wrinkles showed up:
[1] If connect processing blocked in socket activation, then
the watch dog saw the session as connected, and eventually
tried to ping, but because the socket create was still
blocked, it barfed on a null reference. This then drove
reconnect. Changed the watchdog handler so that it only
tries to ping connections that are connected and not pending.
[2] If the socket creation actually fails, then the connect and
pending flags were reset. This resulted in the connection
being retried at the earliest possible opportunity. The
longer login-timeout is preferrable, so the status flags
are not reset, and the failed login is eventually timed
out.
[3] The Inter-connection interval is primed so that the first
session can connect without delay.
|
| |
|
|
|
|
| |
dialed user. This stops the client from complaining and might be useful later. Resolves the 'unable to parse id from mod_sofia@ip:port' message.
|
| |
|
|
|
|
|
|
|
|
| |
service initialization into CommsManager
* What is really needed is a plugin and interface request system as being done for region modules
|
|
|
|
| |
comms manager rather than null
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
components
* Make OGS1UserServices inherit from UserManagerBase
* This allows grid mode regions to use the same user data plugin infrastructure as grid servers and standalone OpenSims
|
|
|
|
|
|
|
|
| |
Changes to enable script state persistence across non-restart
serialization situations (inventory/OAR/attachments)
Also fixing test cases for OAR and IAR so they don't barf with the new code.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
An attachment with the physical checkbox checked will not allow the
phantom checkbox to be cleared. This interfers with scripting
functions such as llMoveToTarget(), which won't work while an object
is phantom. If the prim containing the script is rezzed to the ground,
it will then allow the phantom checlbox to be cleared, and the script
works as expected.
|
|
|
|
|
| |
* Minor MRM tweak.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
avoid a double // in a path which causes account verification to fail
* The change shouldn't affect anyone who has it working currently and makes it a ton easier for everyone else to get it working.
* Handle a case when there's no Event-Calling-Function but it's obviously a REGISTER method
|
|
|
|
|
|
|
| |
ID returned from the call would differ from the one later sent
via dataserver(), causing AOs to fail.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* Refactors the xmlrpc calls to a single location to
make it easier to debug and include alternative
xmlrpc call mechanisms
* Includes an alternative xmlrpc call mechanism that
sets HTTP Keep-Alive to false which solves nearly all
System.Net exceptions on some windows environments
|
|
|
|
|
|
|
|
|
| |
Added support for loading bare asset binaries (as opposed to
xml encoded asset base) to both sandbox asset service and cable beach.
* Added support for enabling region asset service when mxp is enabled.
* Moved base http server content type defaulting before invocation of
request handle method to allow for variable content type in the response.
|
|
|
|
|
|
| |
working FreeSwitchVoiceModule and soon will have a fully working
VivoxVoiceModule.
|
|
|
|
|
|
|
|
|
| |
This patch adds few properties to ScenePresence and
thus allows region module or MRM script:
1. Force flying for avatar or,
2. Disable flying from avatar
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes IRC reconnect problem
When a session fails to establish, the login attempt eventually
times out and the login is retried. This should occur once every
25 seconds (to give the server plenty of time to respond). In fact
the interval was typically only 10 seconds, this was being caused
by a second reset that was being scheduled when the failed
listener thread was terminated. Because the second reset occurred
inside the ICC timeout, it eventually gets scheduled after only
10 seconds.
In addition to this, the connector was being added to the monitoring
twice. This was harmless, but entirely redundant.
Both of these problems have been fixed and tested. Each connector
now maintains a count of how often it has been reset. The listener
thread records this value on entry and checks for a change on exit.
If the counts are the same, then the listener is exiting and can
potentially reschedule the connection.
|
|
|
|
|
|
|
|
|
|
|
|
| |
classes into OpenSim MRM's.
* Example in region module:
Scene.GetModuleInterface<IMRMModule>.RegisterExtension<IMyInterface>(this);
* In the MRM:
//@DEPENDS:MyExtensionModule.dll
...
Host.Extensions<IMyInterface>.DoStuff();
|
|
|
|
|
|
| |
Fixes Mantis #3497
|
| |
|
| |
|
|
|
|
|
|
| |
This causes a nullref we need to catch here.
|
|
|
|
|
|
| |
spamming somewhat
|
| |
|
|
|
|
|
|
|
| |
Fixes an issue where the presence of any groups section will make XmlRpcGroups
think it should hook client events.
|
| |
|
|
|
|
|
| |
* Define low friction and medium bounce for Glass
|
|
|
|
|
|
|
|
| |
This patch adds new property to ScenePresence: SpeedModifier.
With this, one can modify avatars speed from region module
or MRM script.
|
|
|
|
|
|
|
| |
Group profile page is showing an empty dropdown for titles and
this patch fixes this.
|
|
|
|
| |
starting the thread manually. Fixes mantis #3490.
|
|
|
|
|
|
|
|
|
|
| |
clients in
that region. I decided against sending the terrain on every call to osTerrainSetHeight
(which makes it abysmally slow), and added a osTerrainFlush instead, which should be
called after all the terrain-changes have been done. Changed some return types to
LSL types, too, and removed some end-of-line spaces.
|
|
|
|
| |
OpenSim.Region.Framework.Interfaces and added a TaintTerrain method
|
|
|
|
| |
walk/stand animations will get used instead of just falling
|
| |
|
|
|
|
|
|
|
| |
OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings.
Note that this will increase memory usage and region startup time.
|