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This allows you to load an oar without loading its assets. This is useful if you know that the required assets are already in the asset service, since loading without assets is quicker.
This option will become more useful when the ability to save oars without assets is added, which should happen fairly soon. At this point there will also be better documentation.
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This brings presence-refactor up to master again
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This will now choose the first network interface IP address, or the loopback
interface if no external interfaces are found. It will log the IP address
used as [NETWORK]: Using x.x.x.x for SYSTEMIP.
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These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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the simulator with log level WARN or ERROR and see the output of console commands
Signed-off-by: Melanie <melanie@t-data.com>
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lots of other obsolete configs.
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This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
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from the region server
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the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
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around, because it was crashing. Now it crashes elsewhere.
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* Added create user command to UserAccountService. Works.
* Deleted create user command from OpenSim.
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help information
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unfortunately, these commands cannot yet be properly relocated to the region modules due to deficiencies in the region module infrastructure
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Signed-off-by: Melanie <melanie@t-data.com>
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inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
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use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
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(like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
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This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
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for FireAndForget. This lets us limit concurrency to make OpenSim play nice
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Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
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File name is enforced to NOT be OpenSim.ini
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the TryGetValues with try/catch instead of a lock
* Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
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tracked IClientAPIs
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minimally. A few bugs to catch now.
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the scene itself but SceneCommunicationService, for now. Beginning to clear the code from using Region.Communications. grid stuff.
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and pass are specified the same way as for the ROBUST server
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everything-inventory in CommsManager, which wasn't actively used anymore.
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WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
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massive bug that was introduced in revision 1. So here is the first part of that fix.
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specifies an ini file.
If the ini file exists, the region will be added.
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This appears to be due to the fact that no asset cache has been
configured, possibly as a result of the configuration changes that
have been made recently. I've attached a patch to display a message
to that effect rather than throwing an error.
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