| Commit message (Collapse) | Author | Age | Files | Lines |
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* In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using
* OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
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OpenSim.ini.example thru DefaultScriptEngine = "XEngine"
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removed on the last commit
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identical names
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Plus some general cleanup of a few other files (deleting excess blank lines etc)
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we really still need RegionApplicationBase?]
Added a flag (bool m_autoCreateLindenStack = true) which says if the ClientStack will be autocreated and initialised when creating regions. This helps with moving ClientStacks to Region modules.
Currently this flag is hardcoded to true, as it is only for testing at the moment, so you need to change the value in the code if you want to turn off auto creating.
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InitialiseGridServices (which are now preformed in CreateCommsManagerPlugin) methods from OpenSimBase and HGOpenSimNode. As if we decided to swap back to the old methods we can always re-add them, rather than leave them commented out.
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directory rather all files types in that folder.
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allows the spliting up of opensim.ini into multiple ini files.
The ini files in this folder are loaded after the masterini file (if that is set) and before opensim.ini.
The default folder it looks for and searches is "bin\config", but that can be set by using the command arg "-inidirectory=<path>" (path is local to bin\) when starting up opensim.exe.
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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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* Make load/save oar and load/save xml2 behave a little better when there is an io problem
* Thanks dslake
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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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work in there knowing that all other ApplicationPlugins have been initialised by that time.
Moved the loadRegions code in LoadRegionsPlugin to the PostInitialise method.
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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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"module".
Added OpenSim.Grid.UserServer.Modules project/dll which now contains the components of the userserver. With the OpenSim.Grid.UserServer being the setup and initiate exe.
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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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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
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command, to make sure the .xml is passed in the command arguments. Thanks BlueWall
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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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some bizarre reason. Fixes mantis #3141. Thanks Vinc for providing an alternative patch, which wasn't used but served to expose the mix-up.
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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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Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine).
Untested: did not test animation overriders; only tested playing animations from the viewer.
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* This enables parsing of xml files and files obtained via http for the -inimaster option as well as -inifile
* Thanks StrawberryFride!
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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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warnings. Fix some m_log declarations.
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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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actually experimental and the storage format may soon undergo incompatible changes
* If you were using these please uncomment the code before rebuilding, but be aware that old files may become incompatible soon
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the top of the stack
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one already exists
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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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