| Commit message (Collapse) | Author | Age | Files | Lines |
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Had moved the class to a different namespace but failed to add the reference
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Conflicts:
OpenSim/Server/Base/ServicesServerBase.cs
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Move PluginManager out to OpenSimFramework for general use
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Plugin may be enabled and disabled on the fly.
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Rebuild registry if loading from a local dll to give access to the addin data for it on the first pass.
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Conflicts:
OpenSim/Server/ServerMain.cs
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This is working - more testing to follow, then soem documentation
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We can provide modular ini for connectors...
look for our configuration in the following places...
1) in the default ini/-inifile
2) in the named file (ConfigName) located in the configured directory
(see Robust[.HG].ini [Start] section for ConfigDirectory)
3) in the repository named in the connector (ConfigURL)
In this case, the file will be written into the configured
directory with the specified
See example connector/service @ https://github.com/BlueWall/SlipStream
for testing.
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This also allows comments in command scripts (lines starting with ;, # or //) to be used across all servers
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Log path at which pid file is created or reason for failure to create.
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This helpfully lists version information, startup location and console log level
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Request) HTTP status rather than simply dropping the request.
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Adds new OpenSim.Server.Handlers.Tests.dll to test suite
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This allows a closed grid to delete asset types other than maptile remotely.
Only operational if AllowRemoteDelete = true also.
Defaults to false - do not enable if anybody other than you can make asset service requests.
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from AssetService.
This allows us to use a common check for both AssetService and XAssetService.
It also allows future console commands to delete an asset.
As before, deletion of maptile assets is not allowed remotely unless this is explicitly configured.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
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filename to save already exists, rather than exception throwing.
Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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much guaranteed to be fatal and the few times this would dosconnect an agent
are more than made up for by the increased throughput of replying and
closing the connection vs. keeping it open during the heavy work. Also causes
better feedback to the viewer as the time is now split between Requesting
Teleport and Connectiong to Destination.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
OpenSim/Region/Framework/Scenes/EventManager.cs
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(present as column PrincipalID) parameters in the Avatars table.
These are used to invoke avatar service calls but are not in themselves persistable avatar data.
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/VersionInfo.cs
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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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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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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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
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