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This is done by tainting the counts where appropriate
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This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
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in LLClientView
need to move selected prim counts from LandData/LMM still
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well as the basic entities list.
Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test.
New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future.
With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module).
More work to do.
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SceneGraph.ForEachSOG(). This will be corrected soon.
Also adds lots of temproarily debug logging
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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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worked for one single region.
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the simulators called Gatekeeper -- intended to have the URL of the grid's Gatekeeper service (so that it can be checked against). See ini.examples.
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Apply the same change to both the 32-bit and 64-bit DLL target paths. This makes the previous addition to the instructions in the README for running on Linux unnecessary.
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dictionary in WebkeyOrPasswordAuthenticationService, which was what was causing the load failure.
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duplicating code
Signed-off-by: SignpostMarv Martin <me@signpostmarv.name>
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Signed-off-by: SignpostMarv Martin <me@signpostmarv.name>
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Signed-off-by: SignpostMarv Martin <me@signpostmarv.name>
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login or password
Signed-off-by: SignpostMarv Martin <me@signpostmarv.name>
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Signed-off-by: SignpostMarv Martin <me@signpostmarv.name>
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well as Entities
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prim (e.g. a SOG with 3 prims would have the action executed three times).
To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
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are indexing each part's UUID, not just the root part.
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and not the regions themselves
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wasn't being done anywhere).
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regions that it loaded from them
This will show up with the lines [REGION LOADER FILE SYSTEM]: Loading config files from ./Regions, etc.
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Not functional yet, but tests now act against this object rather than interrogating the module directly
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Also adds SceneSetupHelpers methods to easily create sogs with different part UUIDs
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construction into SceneSetupHelpers.CreateSceneObject()
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coverage
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UUID.Zero
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listen for that rather than EventManager.OnParcelPrimCountAdd
OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count.
Extend automated test for this scenario.
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on Linux.
Under Linux (and probably also under OSX), the operating system must be able to find the new SQLite DLL in the library search path.
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