| Commit message (Collapse) | Author | Age | Files | Lines |
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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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* Killed off 'parent' relation from LocalUserServices to CommunicationsLocal
* Deleted obsolete project InventoryServiceBase
* Deleted superfluous createCol function
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* Changed really strange LocalSettings behaviour with enforcing hard-coded plugin names if none supplied
* UserServices and InventoryPlugin will only load if supplied with filename
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* Changed so prims aren't loaded until AFTER parcels.
* The region startup flow is still an ungodly rats nest.
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* Deleted stub ScenePresence.Body.cs
* Added stub Region classes
The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
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* Implemented SceneManager.StopScene() and Scene.Stop()
* Some SimpleApping
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* Refactored some names for clarity
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* Deleted unused m_consoleRegion
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with 'root'
* Removed some duplicated commands
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* Normalized 'change-region' so (almost) all commands are context sensitive (use 'root' or '..' to set 'all scenes' context)
* 'terrain-sim' is thusly obsolete, use 'change-region', followed by 'terrain'
* Introduced SceneManager to administrate operations on group of scenes and moved relevant funcs there.
* In it, there's a ForEach(Action<Scene>) that either passes all scenes, or only current scene depending on context.
* Changed default prim backup (save-xml/load-xml) xml to "prim-backup.xml"
* Changed Disable/EnablePermissions to BypassPermissions = true/false;
Also:
* Removed unused and non-existent project ref
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various verbosity
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Also added a couple of console output lines to try to make it easier to tell which asset storage system is in use.
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selected. Currently set default back to db4o until more people test using sqlite.
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So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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"modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having.
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance.
Some early work to prepare for improving the way clients are updated (about prims etc).
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console region.
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"change-region .." to change back to root level. [Would be nice if the command prompt changed to show what the current region was, but think that will need changes to the console code so for now it will have to stay as it is].
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loaded "shared modules" (modules instances that are shared by multiple regions) or if a region is set then will display the list of local modules loaded in that region.
Can now use "show users" when a region is set, to have a list of users in just that region displayed.
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active region's name.
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Fixed it so that change-region gives some feedback to show if its worked (found the region) or not.
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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Removed project file for ExcensionsScriptModule
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Some work on the asset cache, can people please test this. including on one of the public systems so we can see if it causes problems with multiple users.
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should equal project and directory.
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create a user in one command line: "create user firstname secondname passwrd regionX regionY". This allows the use of the "command-script" feature. So to add a bunch of new accounts, just create a text file, and add a line as above for each account. Then in the opensim console, type: "command-script filename".
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Added preliminary IRegionModule interface.
Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way.
Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule.
Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular.
Stopped Child agents showing up as part of the "show users" command.
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the httpListener port.
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Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server.
Deleted Framework.manager as I am sure this is no longer in use.
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(Note you will need to delete userprofile.yap for this to take effect.)
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separate method), so that I could add a new CLI command of "command-script <fileName>", so that as well as the startup command script still being processed on startup. A user can create other command scripts and use the single command ("command-script <filename>") to run them at any time. Could be useful for trying out various configurations etc.
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fired likewise. Bugfixes coming in next commit.
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stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it)
Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right.
Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
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from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true
Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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terrain commands on a specific sim.
* Made arguments for terrain save grdmap optional. Uses defaultstripe if no argument specified.
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Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
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sqlite) and for its user database (default DB4o). Currently changing the user plugin to MySql should work (if you have MySql setup (should be same as for grid mode). There is also a MySql provider for the inventory but not 100% certain if that is finished and functional (will need to check with Adam on that).
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