| Commit message (Collapse) | Author | Age | Files | Lines |
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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UserManager.UpdateUserProfile(UserProfileData).
Adding UpdateUserProfile(UserProfileData) to IUserService interface.
Adding RemoteAdminPlugin.XmlRpcUpdateUserAccountMethod(...) to provide
a remote update capability.
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Fixes IAvatarService for grid and standalone modes
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and moved them into a IAvatarService
Although "out of the box", there is no actual functional change to behavior
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TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
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* code caught lingering around with no real purpose other than causing warnings
will be taken down.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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throws any exception, we will carry on with the default appearance rather than terminating the client login
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something else
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to allow the InventoryServer to work with MSSQL..
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* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
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related.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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help with the timeouts.
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safety
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back end.
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everyone hates OGS1
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AvatarAppearance instead.
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the region server
* In theory, this should be a somewhat useless statistic since the user server will already have tried to use the inventory service to retrieve the avatar's skeleton. If this
fails, login is halted completely.
* Nonetheless I'm recording it anyway just to see whether it happens (yes, I'm too lazy to scan the logs...)
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Rename SearializableRegionInfo to SerializableRegionInfo (class was already named correctly)
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startup will now terminate instead of carrying on (and thus burying the error message)
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almost every inventory method
* This allows lots of redundant inventory methods with only slightly different names to be eliminated.
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but the set all compiles together fine, and it provides people
an idea of where we are heading.
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with namespaces.
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one log message changed)
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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* Now, emptying the trash should remove folders and the items they contain as well as items which were not in a subfolder.
* This will only work once both the region and grid servers have reached this revision.
* You may also need to clear your cache before this will work
* Refactoring to follow.
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* On standalone, folders (and their items) should now be persistently deleted on trash emptying, as well as immediate child items
* An implementation for grid mode will follow.
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(this took a while to run).
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* Implements 'Teleport Home'
* User Server has to be updated for it to save your home in grid mode
* home position accuracy is in int because the grid comms ExpectUser method tries to convert to Uint and crashes if it gets a float. Added a convert to decimal in ExpectUser but to avoid a breaking change with old revisions, kept the save value in int for now. Eventually it needs to be a float, but lets release another incremental version before doing that.
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ar.AsyncWaitHandle.WaitOne(timeOut*1000, false); call.
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avoid a potential race condition. As IAsyncResult.AsyncWaitHandle.WaitOne before a AsyncCallback is called. So in this case, its a race to see who sets or reads the bool m_bAvailable first.
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when they were.
* A few things for testing.
* This makes a modification to the region registration with the grid server so that the region can send it a chosen password to identify itself. It will not cause any errors, if either one are not updated.
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duplicate sets of inventory data to be sent over the grid
* Won't actually fix anything, since we were handling the problem anyway
* Also add more doc, fix up debugging messages, etc
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before the region had completely received the inventory for the user.
* A much larger race condition where the inventory request could be made before the region gets any data at all will also be fixed in the near future.
* This change also fixes a regression from two patches ago where items stopped appearing in standalone inventory
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at once, rather than each individual
* This is required in order to work towards eliminating some inventory race conditions and to better deal with situations where a grid inventory server is slow or not responding.
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you when your friends come online if they're at least a child agent on the sim. offline status works the same also. So does Instant Message.
* This is until Grid Comms matures a bit more on this.
* This should also work in Standalone as it uses the IUserData interface.
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