| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.
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already occupied did not remove the previous attachment (current behaviour)
Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013)
Added regression test for this case.
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they have different memory management.
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Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis)
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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connection close issue by getting rid of the socket references * This adds a connection timeout checker to shutdown poor or evil connections and combats DOS attempts that just connect and make no complete requests and just wait. It also actually implements KeepAlive... instead of just understanding the connection header in the request... you can test by connecting and requesting a keepalive header and sending another request on the same connection. The new timeout checker closes expired keepalive sessions, just make sure you send the request within 70 seconds of connecting or the timeout checker will timeout the connection.
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non-functional and largely commented out for many years.
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Conflicts:
OpenSim/Framework/Servers/BaseOpenSimServer.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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capitalized like Avatars, Friends, etc.
Also fixes access time being set on assets rather than XAssetsMeta
This is to try and be somewhat consistent with other service tables that are mainly in this style.
No migration is supplied, since nobody should be using this service yet except on a test basis.
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This only happens if access time is older than 30 days currently, in order to reduce database updates.
The idea is to give some idea of assets which haven't been accessed for a very, very long time.
These might conceivably be deleteable, though this will be a risk due to caching at other points in the chain.
This is actually currently much less useable on the xasset service since access time is on metadata rather than the data itself.
And many metadata entries may point to the same data. Probably need to address this.
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other Get methods
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requested.
This shrinks the asset database over time as duplicate assets are fetched.
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an exception if the asset did not exist.
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VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Clean up some parameter code in Statistics.Binary.
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de-duplicating XAssetService.
This makes it possible to use the dedupliicating service without needing to migrate all the existing asset data beforehand.
Currently controlled by a ChainedServiceModule setting in [AssetService] (e.g. ChainedServiceModule = "OpenSim.Services.AssetService.dll:AssetService")
Not yet ready for use.
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by DAExampleModule when instantiating a dynamc object.
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necessary to get attributes to save (though this probably happens anyway due to the prim move)
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GetLinkEntity() method
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simulator logs, for debug purposes
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is not in the scene.
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osNpcGetRot()
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misidentified for moving prims.
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having to continually take intermediate Vector3s to avoid race conditions
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input to GetLandObject()
This conforms to the existing ILandChannel.ParcelsNearPoint() method
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could be returned for a rotating camera
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could be returned for a moving camera
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be misidentified for a moving prim
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PRIM_SIZE and PRIM_ROT_LOCAL
This function is used by all the various ll*Params() and os*Params() functions
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whilst the function was called.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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could be returned for moving prims
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llAddToLandPassList(), llSetParcelMusicURL() and llGetParcelMusicURL() for moving prims
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one.
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llTeleportAgentGlobalCoords(), llEjectFromLand() and llOverMyLand() where the wrong parcel could be identified for very fast moving avatars.
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co-ordinates could be given for a fast moving prim
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