| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
| |
|
|
|
|
| |
additional redundant information.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
|
|
|
|
| |
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
|
|
|
|
| |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
| |
|
|
|
|
| |
Back out some of the oar monitoring for the time being. Need to find a better way to get feedback. Will re-visit this soon.
|
|
|
|
| |
Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
|
|
|
|
| |
location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
|
|
|
|
|
|
| |
loading an archive. This does add an extra roundtrip to the asset
server if loading new assets but it protects against overwriting
(and potentially corrupting) existing assets.
|
|
|
|
|
|
|
|
|
|
| |
created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
bots between neighbouring regions.
Not yet enabled since there is a bug where the initial cross will work but all subsequent movements on the receiving simulator appear to fail.
|
|
|
|
|
|
| |
after printing out the error, since this method is invoked by users.
Still throwing the exception on the stream method since this invoked programatically
|
|
|
|
| |
putting out a useful complaint message if we haven't for some reason
|
|
|
|
| |
This is <thread-name> (<region-name>)
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|
|
|
| |
Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
|
|
|
|
|
|
| |
reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
|
| |
|
| |
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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.
|
|
|
|
| |
stored in the root part's state field.
|
| |
|
|
|
|
| |
timeouts (default 10 minutes; see also new config file setting BlacklistTimeout) and removing backlisted neigboring regions that have been restarted from the blacklist.
|
|
|
|
| |
default scale.
|
|
|
|
| |
This probably doesn't help with the current memory leak.
|
|
|
|
| |
occur after the setting has been made
|
|
|
|
| |
status, rather than remaining silent if it was already on/off
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
remove OpenSim.Framework.UndoStack
|
|
|
|
|
|
|
| |
always to enter that parcel.
This is patch http://opensimulator.org/mantis/view.php?id=5567
Thanks Snoopy!
|
|
|
|
|
|
| |
user expectations.
It also matches the default setting in the OpenSim.ini.example file
|