| Commit message (Collapse) | Author | Age | Files | Lines |
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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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EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
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membership requests. These are caused by movements within the parcel boundaries.
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that this group is active for that user.
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cache.
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Use existing cache if the avatar is within the region and use an
ExpiringCache to cache status if the avatar is not in the region. The
30 second delay now applies to scripted objects ony and only when the owner
is not present.
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caching there can be a delay of up to 30 seconds until the access rights are effectively changed for a user.
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Fixes perms boo-boo
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DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch."
This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9.
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Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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http://opensimulator.org/mantis/view.php?id=5887
Signed-off-by: nebadon <michael@osgrid.org>
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is to only write to the database if data was changed. I was writing to the db
on every step of every avatar. Sure to give us lag, that.
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parcel"
This reverts commit 35f14a262dfa3d9199f554154a63f5f532460f56.
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into it."
This reverts commit 8923ad755d97d5ddb4a29cb6f543b53195f0b461.
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This restores functionality remove in the last commit without reintroducing
the performance penalty.
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boundary crossing only as soon as I'm properly awake. This should fix
recent performance issues
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accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
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http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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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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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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Avatar moves and stops. However, will stop in mid stride.
And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so).
Clearly more work is needed.
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always to enter that parcel.
This is patch http://opensimulator.org/mantis/view.php?id=5567
Thanks Snoopy!
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OpenSim.Tests.Common instead
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instance methods since it didn't make sense to use anything other than the instance themselves.
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This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
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For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
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Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
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object tab
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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counts.
This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
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if a prim should be added to the group count
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the group count when they are also not group owned.
Also adds simple test for others owned count when an object is added
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This appears to be the more probable explanation for some failures seen. Either we're counting attachments which are temporarily out of bounds (shouldn't be due to the IsAttachment) check or we're counting scene objects which have out of bounds co-ordinates (seems more likely)
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land objects for co-ordinates outside the region
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This is done by tainting the counts where appropriate
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This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
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