| Commit message (Collapse) | Author | Age | Files | Lines |
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of passing in a waithandle to the archiver
* This matches the existing OnOarFileLoaded event
* This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
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Adding Oarfileloaded and EmptyScriptCompileQueue event support which
allows (with a module) for programmatic notification of when a region
objects and scripts are up and running after a server start or
load-oar.
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yet apart from not blow up
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archive
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* The async stream method does not yet signal completion to interested calling code
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this patch makes load-oar a bit more tolerant to irrelevant
differences in the oar file format. Directory entries are now ignored
rather than trying to interpret them as files they hold which results
in the load-oar failing. This change makes it easier to manually
modify oar files.
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* This means that you can now save terrain textures, water height, etc.
* Estate settings are not supported
* Older OAR files without these settings can still be loaded
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groundwork.
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fix: region parameter in IRCBridgeModule XmlRpc was check for presence but not actually used...
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XIRCBrigeModule is transient, will merge it with IRCBridgeModule:
extends/refactors IRCBridgeModule to support channel-per-region (if
desired).
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If you use load-oar to transfer region data from one sim to another
then currently inventory items can be left with unknown owner
permission which results in them being no-mod/no-copy for
everyone. The attached patch fixes things up so if the owner uuid does
not exist on the destination system then it assigns ownership (and the
creator for completeness) to the master avatar id. This will make it
much more practical to share copies of regions :-)
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to make scripts loaded from oar start
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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expected filename format
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Scripts can now no longer DOS the user server and there are a lot fewer
gratuitious lookups of user profile data.
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hierarchical rights structure. MasterAvatar: Owner of the region server
(may be null), net gods (users with GodLevel 200), Estate owner
(from database). Look at Opensim.ini.example to enable net gods.
Estate owner will default to master avatar.
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an archive
* if the uuid isn't present, ownership is given to the region's master avatar
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This fixes a sitting problem which popped up on loading regions from
archive and turned out to be caused by the fact that the archiving
mechanisms all preserve the sit-target information that is set in the
object at the time the image is captured. This caused the new region
to pick a sit-target prim that did not correspond to the prim on which
the script was running, so the script's changed event is driven with
an invalid avatar UUID.
I have modified the ArchiveReadRequest class so that any sit information
that survives the archiving process is deleted before the object is
instantiated. This change has just been checked in.
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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information messages
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many were actually located
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post-deserialization changes can be carried out before adding it to a scene
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for now
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deleted by default
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this before (doh)
* Not quite perfect yet
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they already exist in the scene
* (ability to give objects new uuids will come later)
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* Reintroducing asset type but this time in a long form, and with _ rather than .
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extract necessary minimum metadata from asset filenames
* Make all file extensions single - double extensions look ugly and probably aren't good for Windows
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single large file
* this is being done for reasons of compositionality
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their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
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client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
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* However, still not actually archiving anything except textures
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* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces).
* This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)
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* No user functionality yet
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* This now has equivalent functionality to load-xml2 - no asset data is restored yet
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