| Commit message (Collapse) | Author | Age | Files | Lines |
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currently only checks for the presence of script items, not for started scripts
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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the scene graph
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AttachObject() for better code comprehension
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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matches out fromItemID on detach, go through the agent's attachment sog list instead.
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RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
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OpenSimTestCase.SetUp()
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AttachmentsModule.
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confined to a single test if it's turned on.
This involves making test classes inherit from a common OpenSimTestCase.
This will be applied to more classes as required.
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local variables
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This also avoids confusion between tests where one sets up m_attMod and another accidentally uses it after failing to set one up itself.
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since it doesn't need to be global and some tests set up more than one sp
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when an agent teleports to a neighbouring region
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AvatarFactoryModule.SetAppearance() for future use
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delete first to avoid a hud race condition with update threads.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
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attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
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AttachmentsModule.UpdateAttachmentPosition() in order to avoid a hud update race condition.
Previously, setting IsAttachment to false then true was necessary to serialize the updated attachment object information.
However, UpdateAttachmentPosition no longer does this update.
Whilst IsAttachment is set to false there is a race condition where the update thread can wrongly send hud object updates to clients that do not own the hud, resulting in screen artifacts.
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attachment item setup
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AttachmentsModule
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disappear for other avatars.
We do this by sending a kill message for that object to all other avatars apart from the one that has the hud.
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See "help teleport user" on the console for more details
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AddRegion()
The reference is not guaranteed to be there when AddRegion() is called but will definitely be present at RegionLoaded() if it's going to be present at all.
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llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
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seen on inter-simulator teleports where avatar baked textures are not available from the asset service.
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LocateClientObject() and GetClientScene(), do the lookup just once in LocateClientObject()
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not be notified once a non-local friend was found.
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changed owners is rezzed.
This needs to occur after the script is resumed rather than before, when the event is just dropped.
Addresses http://opensimulator.org/mantis/view.php?id=5890 and http://opensimulator.org/mantis/view.php?id=5952
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this patch - Deletes any objects that have damage set > 0 that deliver that damage to an avatar Stops Gods receiving damage, Stops volume detect objects causing damage Deletes NPCS when their helth reduces to zero Gradually "heals" damage to an avatar Resets health on going to a non damage area
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and different region teleport components.
DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
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DotNetZip provides much better compression than standard .NET.
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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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Permanently comment out warnings about ScenePresence not being found - this is entirely expected if the avatar has alraedy logged out or left the scene.
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Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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floor when lured by short avatars.
This involves giving the ceiling of the Z-component in a lure rather than the floor.
Ideally we would give the exact float compensating for relative avatar height but it looks like that isn't possible with the parcel id format used in lures
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friendship invitations to foreign users.
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to HG friendships. Snoopy take it from here.
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only ever using the root part entry.
This eliminates some pointless memory use.
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friends service.
There is no a --cache option which will show friends from the local cache if available.
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FriendsCommandsModule.
Expose required methods on IFriendsModule. Rename GetFriends() -> GetFriendsFromCache() for self-documentation
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