| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Region/RestartModule.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |
| |
| |
| | |
legacy profiles
|
| |
| |
| |
| | |
just environment variables
|
| |
| |
| |
| |
| |
| | |
If the port is specified it is added but a ":0" is not added if the port is zero.
This enables the hypergrid address short form "hypergridGateway:regionName"
which is handled by the parser but failed because of this zero port addition.
|
| |
| |
| |
| | |
Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
|
| |
| |
| |
| |
| |
| |
| |
| | |
fails."
This is very similar to my earlier revert in bcb8605f8428a9009a2badf9c9eed06d9f59962c and fails for the same reasons.
Reverting this change because it causes a problem if access is denied to the user.
This reverts commit c7a8afbb8da40e09252d58d95c89b8a99a684157.
|
| |
| |
| |
| |
| |
| |
| |
| | |
Fallback doesn't work at this level as the change of destination isn't communicated to the source region/viewer
Reverting because this introduces a bug when access does fail.
More detail in revert of main commit.
This reverts commit ec32c1d4b69e4219fe44a38bcbc411e7996641f1.
|
| |
| |
| |
| |
| | |
This exception was very likely harmless since it occurred after the restart had taken place, but still misleading.
Thanks to SCGreyWolf for the code change suggestion in http://opensimulator.org/mantis/view.php?id=6747, though I did this in a slightly different way.
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | | |
commit.
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | | |
printed the error message and not the call stack.
|
| | | | |
|
| | |/
| |/|
| | |
| | | |
other capitalizations of pCampBot
|
| | |
| | |
| | |
| | | |
fails
|
| | |
| | |
| | |
| | |
| | |
| | | |
name
Shorter and can do this because bot names are uniform
|
| | | |
|
| | |
| | |
| | |
| | | |
one id
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
was wrongly counted as a connect
Also, only sleep when we actually perform a connection
|
| | |
| | |
| | |
| | | |
LoginDelay parameter of pCampbot.ini
|
| | |
| | |
| | |
| | | |
bots whilst pCampbot is running
|
| | |
| | |
| | |
| | | |
which have sit positions but are attachments
|
| | |
| | |
| | |
| | |
| | |
| | | |
activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
|
| | |
| | |
| | |
| | | |
console "connect" command
|
| |/
| |
| |
| | |
sit/stand avatars already sitting/standing
|
| |
| |
| |
| | |
that we can distinguish between simultaneous logins
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
local logins."
This approach does not work - it is taking place too far down the login process where really the region checking
could only be done when the hg map tiles are linked on the main map (messy and probably impossible) or possibly
when the final destination is fetched at the very first stage of teleport (which couldn't be done without a protocol
change to pass the agentID as well as the requested regionID)
This reverts commit 3d9b73c47a15cf00150ac80570fea88de8cecbdf.
|
| |
| |
| |
| |
| | |
These would be specified in the [GridService] section of Robust.HG.ini, which already lists these in the example text.
Untested patch so that Neb can easily pull in for testing, though shouldn't disrupt existing hg logins since fallback processing is a bit of code stuck on the end of the login sequence.
|
| |
| |
| |
| |
| |
| |
| | |
going to that region first.
If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid.
Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
|
| |
| |
| |
| |
| |
| | |
should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
|
| |
| |
| |
| | |
Looks like this level of mono doesn't have a string.Join() which will take a list rather than an array (or some implicit conversion isn't happening)
|
| |
| |
| |
| | |
a particular bot (e.g. what sims they are connected to)
|
| |
| |
| |
| |
| |
| |
| | |
commands to sit/stand many avatars at once.
Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex.
So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
|
| |
| |
| |
| |
| |
| |
| | |
SitStandCommandsModule.
"sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon.
Chiefly for debug purposes.
|
| | |
|
| |
| |
| |
| |
| | |
Now, bots will only connect at startup if this switch is specified.
If it is not specified, then a separate "connect" command is required on the pCampbot command line
|
| |
| |
| |
| |
| |
| | |
[<n>]".
If no n is given then all available bots are connected
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
console command "disconnect [<n>]"
Bots disconnected are ascending from last in numeric order.
Temporarily no way to reconnect bots.
|
| |
| |
| |
| |
| |
| |
| |
| | |
connected bots.
"quit" console command now requires bots to be separate disconnected first before quitting.
This is to prepare the way for disconnecting/reconnecting different numbers of bots in a pCampbot session.
And hopefully resolves bug where console appears not to be reset if Environment.Exit(0) is called on a different thread
|
| |\ |
|
| | | |
|
|\ \ \
| | |/
| |/| |
|
| |/
| |
| |
| | |
This will allow viewers to fix broken wearables as they detect them.
|