| Commit message (Collapse) | Author | Age | Files | Lines |
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because checking EstateOwner == user
Due to an earlier check we already know that user != UUID.Zero so if EstateOwner == UUID.Zero, EstateOwner == user can never be true
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the destination simulator. This part of the string is already provided by the viewer.
Also adds more reason logging for diagnostics when teleports are refused/fail.
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SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG().
Remove buggy Xml2ToSOG().
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reordered.
This was because the parts in scene objects were sometimes not serialized in link order.
This is perfectly fine since the parts still have the right link numbers, but an extra fix to adjust for this
had not been done in the SerialiserModule methods that OAR loading used.
Add regression test for same.
Addresses http://opensimulator.org/mantis/view.php?id=5948, http://opensimulator.org/mantis/view.php?id=5749
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"delete object name" console commands if --regex switch is used.
Deleteing objects by name, creator uuid or owner uuid now requires confirmation to avoid accidental deletion.
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seen on inter-simulator teleports where avatar baked textures are not available from the asset service.
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(i.e. when IsInTransit() was being checked) to close down a race condition.
On EntityTransferModule.DoTeleport() there was an IsInTransit() check to prevent multiple simultaneous teleport attempts.
However, the SetInTransit() was only performed later on, which left a window in which multiple threads could pass the IsInTransit() check.
This has been seen in the field and the results aren't pretty.
This commit effectively combines the IsInTransit() and SetInTransit() checks so there is no such window.
More failure cases are made to to call ResetInTransit() to adjust to this move.
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of step with documentation at 1024, so boosted to 4096). Added configuration item for maximum email size. Redundant sleep inside email module was fixed (LSL Api was already sleeping). Added sleep time configuration item for snooze between email sending for LSL Api. Added two new configuration items (email_max_size and email_pause_time) into the example OpenSim.ini, plus fixed a spelling error (llimits) and odd tabbing.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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This reverts commit b0b7b45b943dd94546bcfcf5d3bb871cfe35b507.
Sorry BlueWall, I wanted to discuss an aspect of the data storage but I couldn't assign bugs in 'patch included' state to myself until I changed mantis just now and I forgot to mention it on irc.
I wouldn't normally revert but thinks get tricky when it comes to data formats.
Essentially, I would like to see the Yaw, Pitch and Distance values as separate XML entities (as used in other aspects such as vectors, quaternions) rather than as a . delimited string
We can discuss this more with Oren in opensimulator.org/mantis/view.php?id=6008
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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scene before physics simulation step rather than after
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This reverts commit 65c88b2ff4e2616fa5c1d4c5e75298ed1eb1c0d8.
Yet again I accidentally committed something whilst evaluating it.
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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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FlotasmAssetCache.m_CurrentlyWriting
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This may cause IOErrors on Windows.
Aims to help with http://opensimulator.org/mantis/view.php?id=6003
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To help with http://opensimulator.org/mantis/view.php?id=5993
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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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source region after teleport to resolve Imprudence teleport problems.
Viewers 1 and 3 are fine with doing this immediately. However, Imprudence has a small delay (<200ms, >500ms) after receiving the AgentCompleteMovement reply packet on the destination region before regarding that region as the currnet region.
If Imprudence receives a DisableSimulator in this period, it quits.
We are not restoring the full 5000ms delay since this brings back a bug where teleports permanently fail if an avatar tries to teleport back too quickly.
This commit also sends the AgentCompleteMovement packet to the client before telling the source region to release its old agent, in order to further cut down any possibility of the DisableSimulator being recieved before the AgentMovementComplete.
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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to be closed because it is no longer in the child's view distance.
This sleep appears unnecessary since a sleep has already occurred in WaitForCallback() whilst waiting for the destination region to notify of teleport success.
There are no async operations between this sleep and the WaitForCallback()
If this sleep is present, then teleporting back to the source region within 5 seconds results in a disconnection.
If this sleep is commented out then teleporting quickly back and forth between two simulators appears to work without issue.
Tested on standalone, local grid and distributed grid.
Please revert if there's something that I've missed.
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simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
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should apply to all teleport calls, not just those through Teleport()
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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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rather than "Regions"
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part" console commands
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affect the starting position in the destination region.
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DotNetZip provides much better compression than standard .NET.
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because they were being uploaded before the region was registered with the grid
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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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included, regardless of their permissions.
The purpose of the permission checks is to prevent the unauthorized copying of assets, but users can always copy assets that they created.
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problem resolution.
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(though this is also effectively done by physics at the moment)
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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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