| Commit message (Collapse) | Author | Files | Lines |
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MapAndArray collection
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OpenSimDefaults.ini is present
this should allow the testsuite to run again and the autobuild to complete
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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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Adds a new test assembly for OpenSim.
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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This was http://opensimulator.org/mantis/view.php?id=4770
Extend unit tests to check for this scenario too
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we used to send before slimupdates and explicitly send it
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GetFolder(InventoryFolderBase folder)"
This reverts commit 3525195bc9b5fdfd9799411edd452981ef1f4ebd.
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GetFolder(InventoryFolderBase folder)
This involves no wire changes since the methods often just construct an InventoryFolderBase under the hood.
This is in line with other methods that alraedy allow requests via uuid
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add various helper functions for simplifying test readability
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easily configured for test purposes
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OpenSim.Data.Null.UserAuthenticationData plugin
additional tweaks to get this working properly
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didn't get the authentication server to work and my brain is about to fizzle out my ears
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work with the new UserAccountService/InventoryService
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handles user command parsing and another which actually does the work
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parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
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Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
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improve test to retrieve object by known uuid rather than dynamically assigned local id
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processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
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packet
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the effect of killing a newly connected client.
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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asset deletion in robust handler.
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home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
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reference
* Added a MockConsole that doesn't require a handle to System.Console
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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cache only
* Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer
* Sanity check for null reference in LLClientView.RefreshGroupMembership()
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