| Commit message (Collapse) | Author | Age | Files | Lines |
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that same height in ScenePresence.
This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
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entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
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all parts, now that we're performing this check in UpdateKnownItem() for other purposes
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itemID is always taken taken from the group's stored item id, and agentID is never used.
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It's not appropriate for code outside the attachments module to call this.
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Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
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itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
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IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
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attachment and npc tests
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variables in different contexts
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rather than abort.
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
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IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
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The second was already being filtered out so this has no user level effect
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This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
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acceptence message arrives, then don't send them an inventory update.
Doing so causes a NullReferenceException
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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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SP.AddToPhysicalScene()
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The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
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remove some now duplicated method doc
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This adds an incomplete IScenePresence to match ISceneEntity
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If the inventory service is configured not to allow deletion then these will not disappear from inventory
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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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stored in the root part's state field.
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pointless duplication of identical values
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
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AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
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object group direct
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AttachmentsModule.DetachSingleAttachmentToInv()
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and change text to better indicate what it's saying
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accidentally stopped normal script state persistence on login/logout and attach/detach
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both non-phantom and flagged as physical.
As per Melanie
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AttachmentsModule.AddSceneObjectAsAttachment()
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Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
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