| Commit message (Collapse) | Author | Files | Lines |
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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Add OpenSim.Region.Capabilities.Handlers.Tests.dll into test suite
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of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
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packet per prim. More to come as we change to make use of this.
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without a getter
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the others
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done for most other scene config params
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sends entity updates (including presence ones), not just prims.
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This is moved into ScenePresence for now as a general facility
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removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
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agent
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If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
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the time with an in-memory data plugin
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IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
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Stop tests setting up a capabilities module by default
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parcels from the OAR.
The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one.
Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
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of merged.
The --merge switch will still merge the old and new land parcelling.
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* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
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yet complete.
While implementing this, a bug was fixed in scene setup helpers where module RegionLoaded() was called immediately after AddRegion() instead of waiting for all AddRegions() to complete.
Also, XmlRpcGroupsModule non-message functionality will now work without a message transfer module (as indicated in the comments but with a contradictory implementation)
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from a region and allow normal day cycles to be reestablished
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AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
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MapAndArray collection
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* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
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/Objects is now valid where it wasn't before)
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goes to the correct directory
Also removes some mono compiler warnings
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affected.
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TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
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