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* BulletSim: update collision flags to make sure they fit in the shorts provided.Robert Adams2013-10-261-7/+7
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* minor: Add commented out code for apparent passing of texture IDs in ↵Justin Clark-Casey (justincc)2013-10-241-0/+26
| | | | | | | ObjectProperties UDP replies to viewer Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3 Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
* Show texture ids for full object/part info console commmdsJustin Clark-Casey (justincc)2013-10-241-1/+16
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* Comment out LLUDPServer.BroadcastPacket() to reduce code complexity. ↵Justin Clark-Casey (justincc)2013-10-241-38/+38
| | | | Appears to be a never used method.
* Only set the data present event if we actually queued an outoing packet (not ↵Justin Clark-Casey (justincc)2013-10-241-4/+17
| | | | if we sent immediately)
* BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams2013-10-234-7/+13
| | | | | | static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
* Call ScriptSleep() instead of llSleep() in routine for llEmail.Kevin Cozens2013-10-181-1/+1
| | | | Signed-off-by: teravus <teravus@gmail.com>
* After finishing to edit an attachment, let other avatars see the changes. ↵Oren Hurvitz2013-10-172-8/+4
| | | | (The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
* BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disablesRobert Adams2013-10-151-0/+12
| | | | | | | | | | | the vehicle buoyancy if the vehicle is above its hover height. This is a known misfeature of this vehicle flag which has been accepted since it would break too many implementations. The problem is noticed when creating a jetski-like vehicle that jumps over sand bars. A boat normally is configured with neutral buoyancy and hovering at water height. When it jumps the sandbar, it needs to have gravity applied to get back to water level.
* Fixed rezzing coalesced objects from a prim's inventoryOren Hurvitz2013-10-155-134/+188
| | | | Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
* Added support for attachments to group notices when using Flotsam groups.Kevin Cozens2013-10-151-50/+122
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* Made terrain uploads thread-safeOren Hurvitz2013-10-154-22/+45
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* BulletSim: Fix snap back from edge of region problem. Mantis 6794.Robert Adams2013-10-111-2/+13
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* * Refactorteravus2013-10-072-4/+4
| | | | * Break out common BasicDOSProtector code into separate class.
* * Added a Basic DOS protection container/base object for the most common ↵teravus2013-10-072-3/+30
| | | | | | | | | HTTP Server handlers. XMLRPC Handler, GenericHttpHandler and <Various>StreamHandler * Applied the XmlRpcBasicDOSProtector.cs to the login service as both an example, and good practice. * Applied the BaseStreamHandlerBasicDOSProtector.cs to the friends service as an example of the DOS Protector on StreamHandlers * Added CircularBuffer, used for CPU and Memory friendly rate monitoring. * DosProtector has 2 states, 1. Just Check for blocked users and check general velocity, 2. Track velocity per user, It only jumps to 2 if it's getting a lot of requests, and state 1 is about as resource friendly as if it wasn't even there.
* Added SimulatorFeatures/OpenSimExtras: say-range, whisper-range, ↵Diva Canto2013-10-041-0/+37
| | | | shout-range, at the request of Singularity dev Liru-Dargon
* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-0419-19/+19
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* Add OnChatToNPC and OnInstantMessageToNPC messages to NPCAvatar to allow ↵Justin Clark-Casey (justincc)2013-10-041-6/+21
| | | | | | region modules to directly subscribe to chat and messages received by NPCs Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
* minor: Disable logging left active on regression test ↵Justin Clark-Casey (justincc)2013-09-271-1/+1
| | | | TestSameSimulatorIsolatedRegionsV2()
* refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)2013-09-279-17/+18
| | | | the code that this is symmetric with CloseAgent()
* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-2715-48/+36
| | | | | | 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()
* minor code formatting for the sake of consistency and readabilitydahlia2013-09-261-18/+36
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* minor: correct attachment spelling mistake in log message in ↵Justin Clark-Casey (justincc)2013-09-261-1/+1
| | | | HGEntityTransferModule.OnIncomingSceneObject()
* minor: Comment out windlight log message about sending scene data for now.Justin Clark-Casey (justincc)2013-09-261-1/+2
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* minor: Add scene name to baked textures in cache log messageJustin Clark-Casey (justincc)2013-09-261-1/+1
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* minor: log MaxOutgoingTransferVersion at EntityTransferModule startupJustin Clark-Casey (justincc)2013-09-261-0/+4
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* minor: correct spelling of Initialized in LSC connector version messageJustin Clark-Casey (justincc)2013-09-251-1/+1
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* Move adding UUID.Zero -> Unknown User binding to UMM.Init() so that it's ↵Justin Clark-Casey (justincc)2013-09-251-2/+1
| | | | also called by HGUserManagementModule
* Reinsert client.SceneAgent checks into ↵Justin Clark-Casey (justincc)2013-09-252-11/+29
| | | | | | | | 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.
* Reinsert 200ms sleep accidentally removed in commit 7dbc93c (Wed Sep 18 ↵Justin Clark-Casey (justincc)2013-09-251-2/+2
| | | | 21:41:51 2013 +0100)
* Instead of swallowing any socket begin/end receive exceptions, log them for ↵Justin Clark-Casey (justincc)2013-09-251-7/+32
| | | | | | debugging purposes. This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether.
* Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood2013-09-227-1/+52
| | | | | | | | | | 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)
* minor: Recomment out log message uncommented in previous cbdfe969Justin Clark-Casey (justincc)2013-09-211-4/+4
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* When giving items between avatars in different simulators, only add the item ↵Oren Hurvitz2013-09-211-9/+44
| | | | | | to the receiving avatar's inventory once. When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.
* minor: Add prefix to log message in LureModuleJustin Clark-Casey (justincc)2013-09-211-1/+1
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* minor: Correct minor spelling mistake Reseting -> Resetting in HG Map module ↵Justin Clark-Casey (justincc)2013-09-201-1/+1
| | | | log message
* Make UUID.Zero resolve to "Unknown User" in user cache.Justin Clark-Casey (justincc)2013-09-201-0/+2
| | | | | This is to avoid massive numbers of 'no user found' logs when user IDs are missing for some reason. UUID.Zero should not be used for any user ID.
* Lock around read/write of ScenePresence.m_originRegionID to make sure that ↵Justin Clark-Casey (justincc)2013-09-201-5/+33
| | | | | | 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.
* Change some message log levels in Scene.IncomingUpdateChildAgent() for ↵Justin Clark-Casey (justincc)2013-09-201-3/+3
| | | | debugging purposes
* BulletSim: reduce avatar walking stopped threshold.Robert Adams2013-09-202-0/+4
| | | | | | Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
* BulletSim: zero velocity when avatar not moving.Robert Adams2013-09-201-0/+1
| | | | | This fixes a movement jitter that happens when an avatar is standing on a tilted surface.
* UUID Gatherer: find assets used in Light Projection, Particle Systems, and ↵Oren Hurvitz2013-09-191-1/+14
| | | | Collision Sounds.
* For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 ↵Justin Clark-Casey (justincc)2013-09-192-5/+50
| | | | | | | | 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
* minor: Make SP.MakeRootAgent() private - no external code has any business ↵Justin Clark-Casey (justincc)2013-09-191-1/+1
| | | | calling this method
* minor: Make log message at top of ScenePresence.CompleteMovement info level ↵Justin Clark-Casey (justincc)2013-09-191-5/+5
| | | | | | | 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
* minor: Stop debug logging whenever an npc is moved, other npc log related ↵Justin Clark-Casey (justincc)2013-09-191-16/+15
| | | | formatting cleanups
* Revert "Also check user authorization if looking to upgrade from a child to ↵Justin Clark-Casey (justincc)2013-09-191-13/+0
| | | | | | | 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
* Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that ↵Justin Clark-Casey (justincc)2013-09-192-1/+88
| | | | avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
* minor: correct method name in commentJustin Clark-Casey (justincc)2013-09-181-1/+1
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* refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()Justin Clark-Casey (justincc)2013-09-183-9/+10
| | | | verb-noun is consistent with other similar methods