| Commit message (Collapse) | Author | Age | Files | Lines |
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
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creations and getting contacted from other grids. Incoming HyperGrid teleports can also be restricted to local users.
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<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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http://opensimulator.org/mantis/view.php?id=2607
Signed-off-by: nebadon <michael@osgrid.org>
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agent id anyway
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FetchInventoryDescendents2 capability.
Not yet enabled by default. You can enable this by setting Cap_FetchInventory2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini
Enabling both FetchInventory2 and FetchInventoryDescendents2 improves the situation with properly fetching attachments and hud objects
Probably because viewers are never expecting the odd situation where FetchInventoryDescendents2 is present but not FetchInventory2
However, for some reason attachments and hud objects occasionally fail to appear, though their status is correct in inventory
For attachments, focussing on the avatar makes them appear. Hud objects have to be reattached.
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It appears that this is entirely unnecessary since the poll http handlers are dealt with on a separate code path.
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url for all users
This meant that if a user exited the region, the UploadTexture handler would be effectively removed for everyone, causing subsequent failures.
This hopefully resolves the recent UploadTexture LLSD problems
This was a regression in 5640f2e (Thu Dec 1 23:24:15 2011 +0000)
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of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
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This has been handled by WebFetchInvDescHandler.Fetch() for some time.
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contains no instance code
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FetchInvnetoryDescendents2 caps active at once
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descendents cap to fail.
Introduced just a few commits ago in 0688861
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WebFetchInventoryDescendents.
Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
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Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings
These cover a wider range of types.
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EventQueueGetModule since this is immediatley replaced by a poll server handler.
This allows us to comment out a bunch of code and simplify the codebase and readability.
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This will log outgoing event queue message names if turned on.
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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SceneGraph property.
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of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
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BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler
Actually doing the tear down appear to have no ill effects with region crossing and teleport.
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registers an http poll
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
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pointless duplication of identical values
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both non-phantom and flagged as physical.
As per Melanie
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addition to the hardcoded ones.
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could not be copied by owner.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
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AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini)
Default is on.
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needs its own cap)
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thank you dahlia and lkalif for helping to make this happen!
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