| Commit message (Collapse) | Author | Age | Files | Lines |
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FriendsModule.FetchFriendslist() asychronously.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
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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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Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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orientations and positions.
The warning about these causing problems is very old and may no longer apply.
Hopes to fix http://opensimulator.org/mantis/view.php?id=5680
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them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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stored in the root part's state field.
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timeouts (default 10 minutes; see also new config file setting BlacklistTimeout) and removing backlisted neigboring regions that have been restarted from the blacklist.
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default scale.
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This probably doesn't help with the current memory leak.
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occur after the setting has been made
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status, rather than remaining silent if it was already on/off
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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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GetRegionsByName used to not be implemented/returned null.
It's impossible that anybody is still running this since the infrastructure has changed massively since that time.
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Signed-off-by: Melanie <melanie@t-data.com>
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remove OpenSim.Framework.UndoStack
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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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user expectations.
It also matches the default setting in the OpenSim.ini.example file
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rather than just saying "destination not found"
Instead of performing the 4096 check when the region is linked (and subsequently removing the link), leave the link in place and perform the check in the entity transfer module
This allows us to explicitly tell the hypergridder why the teleport failed (region out of range).
It also allows people on regions that are within range (on a large source grid) to teleport.
The Check4096 config parameter in the [GridService] section is replaced by a max_distance paramter in a new [EntityTransfer] section in OpenSimDefaults.ini
Since the parameter is in OpenSimDefaults.ini no action needs to be taken unless you want to increase this limit. It could also be decreased.
The check is being made in the base entity transfer module, since I believe the viewer problem occurs both on extremely large grids and while hypergridding.
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as well as item id and asset id
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some issues with the zoom level -- TBD.
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instead keep track of which map blocks each client has seen in the region, and reset exactly those when the client closes.
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so that it never goes unnoticed again.
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prefer the color blue, and I have given up trying to make things work above 4096.
Revert "Improved reuse on the WorldMap/WorldMapModule.cs"
This reverts commit d473d9975e70366d0fd16276c9bafd5ec269dcd9.
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This might resolve http://opensimulator.org/mantis/view.php?id=5475
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Like "save oar", this saves an iar without assets
This can be useful for backup when you know the required assets will still be present (e.g. you're backing up the assets db separately).
This also bumps the iar format version to 0.3 and 1.2 respectively.
0.3 is backward compatible with previous opensim versions
1.2 is used if the --profile switch is specified. It is only compatible with 0.7.1 presently.
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This adds a <assets_included>true|false</assets_included> element to the oar control file, though this is not used on reloading at this time.
This addition is backward compatible with previous opensim releases
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This switch stops any assets being saved in the oar.
This can be useful if you're using OAR to backup regions and you know you'll always have the original asset database available.
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FriendsData[] GetFriends(string principalID) to IFriendsData and FriendInfo[] GetFriends(string PrincipalID) to IFriendsService. Refactored some more in the FriendsModule. Made client get notification of local friends permissions upon HGLogin. HG Friends object permissions work.
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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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