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of Scenes should implement and register with the ApplicationRegistry.StackModuleInterface<>(); So that other plugins can attach to their OnNewRegionCreated event.
Made some changes to IRegistryCore and RegistryCore so they support "Stacked" interfaces.
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Also in that plugin it registers the IUserService with all the Scenes (as they are created). So now we can start changing over all uses of IUserService, that currently access it from the CommunicationsManager to accessing it from the Scene.RequestModuleInterface call.
Once that is done we can move the UserService creation out to its own plugin and remove all references to it from the CommunicationsManager. Then we can take the next CommunicationsManager interface and repeat.
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IRegistryCore
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Added a ApplicationRegistry to OpenSimBase.
Changed LoadRegionsPlugin so it registers itself to that application registry.
Added a event to LoadRegionsPlugin, that is triggered when it creates a new scene ,although maybe this event should actually be in opensimBase incase other plugins are creating regions (like the RemoteAdminPlugin).
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The mono addin filter for the AssetCache is incorrect, this fixes it.
The problem only shows up when you have more than one AssetCache to
choose from.
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- handle GetUser request for nonexistent user gracefully
- include throttle levels in ClientInfo
- code to save/restore throttles in client stack
- only update/send updates to active clients
- make animation classes serializable
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If -background=true is specified on the command line, a null pointer exception crashes the server in OpenSim/Region/Application/OpenSimBase.cs in method StartupSpecific. Its trying to dereference m_console which is null, presumably because we're in background mode.
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versions will have a hard time communicating with sims on this release and later, especially if they haven't transitioned to RESTComms at all.
There's still some cleanup to do on assorted data structures, but the main functional change here is that sims no longer listen on remoting ports.
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I've changed the extension point name, and the internal references that
used the same string. I also fixed up the messaging around the asset
loader so that it is more explicit.
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* This is always available at Scene.CommsManager.AssetCache
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The change makes two principal implementation changes:
[1] It removes the hard coded set of possible asset server client
implementations, allowing any arbitrary implementation that has been
identified to the PluginLoader as an appropriate extension. The
extension point for asset server client extension
is /OpenSim/AssetServerClient. All of the old configuration rules have
been preserved, and any of the legacy configuration values will still
work as they did before, except the implementation is now loaded as a
plug-in, rather than as a hard-coded instantiation of a specific class.
The re-hashing of IAssetServer as an extension of IPlugin made upgrading
of the implementation classes a necessity.
Caveat: I have not been able to meaningfully test the crypto-grid
clients. I believe they should work correctly, but the refactoring
necessary to handle plug-in based initialization (vs constructor-based
initialisation) admits the possibility of a problem.
[2] The asset cache implementation, previously introduce as a hard-code
class instantiation is now implemented as an IPlugin. Once again the
previous (configurationless) behavior has been preserved. But now it is
possible for those interested in experimenting with cache technologies
to do so simply by introducing a new extension for the asset cache
extension point (/OpenSim/AssetCache).
I've tested all of the configuration settings, after applying the patch
to a newly extracted tree, and they seem to work OK.
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support future unit tests
* Add a file I missed out from the last commit (the build was probably fine without it)
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* Not ready for use yet
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interface. Shared modules will now only get added once, so the command
handler is called once per module, not once per scene. Removal of scenes
has no adverse effects. Nonshared modules will be called for each scene.
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NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
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These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
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specific command if any is available
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line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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* The same information is available via SceneManager
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the large number of different things that Scene does
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* This option makes OpenSim use the usual db based asset service in standalone, and the grid based one in grid mode
* The other options can (local, grid, etc) can still be used explicitly as before
* Also change OpenSim.ini.example and the surrounding explanative text
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scene - this is always available via CommsManager
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* This allows configuration of the assetset and library control file paths to be other than ./inventory/Libraries.xml and ./assets/AssetSets.xml
* This is controlled via the LibrariesXMLFile and AssetSetsXMLFile configuration settings in [StandAlone] in OpenSim.ini (in standalone)
and via the user and asset config xml files for grid mode
* Thanks to SirKimba for the patch
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
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OpenSimBase.Shutdown() includes a Environment.Exit(0); which is not always wanted when shutting down, like from a windows service.
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sim restarts to fail because the test that searches for and shutsdown the UDP server listener for that region never found and shutdown the udp server. hence the error message, "only one listener on port".
* This is a high profile candidate for a unit test. (big)
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login-enable : Allow login at sim level (opensim.exe)
login-disable: Stop any login BUT keep the logged avt
login-status : Return the actual status
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This patch adds the option of adding the email when you create
a new user. This works in Gridmode as none Gridmode. This
option is also added to RemoteAdminPlugin. With a new handler
you can create a user with a email.
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release. Still messy as hell and doesn't really work yet. Will undergo dramatic changes. AND MOST IMPORTANTLY: Will be conformed to work in coop with todays DNE and XEngine, hopefully one day providing a common interface for all components.
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Makies OpenSimBase even more friendly to subclassing
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ConfigurationLoader. To make it easier to customise the loading of those settings and possible in the future move it to a plugin.
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Class... Framework/ConfigSettings.
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ClientStackUserSettings class
* This conforms better to other module usage
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on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
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* set debug scene name on scene registration, rather than within the Scene constructor
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interactive OpenSim class
* direct module import is temporary
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