| Commit message (Collapse) | Author | Age | Files | Lines |
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remote region
* May resolves inventory problems that occur when the user moves between two regions`
* e.g. if the user moves to a second region, adds an inventory item, moves back to the original region then tries to manipulate that item
* Not yet implemented for teleport
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way around
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the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
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inventory server (see http://opensimulator.org/wiki/Security_vulnerability_brought_by_non-check_inventory_service)
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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information messages
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are operating
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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Defaulted to 65536 and 10, respectively
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crossing is also a sim crossing. Prevents the CAPS handler from being set
up for a banned user,making them redmap out.
Dirty hack, temporary until I can work out how to do it right.
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No longer teleports an agent home unless their root agent is being banned.
Visual blocking is still in effect.
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post-deserialization changes can be carried out before adding it to a scene
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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deleted by default
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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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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count is actually a prim local id dispenser
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* might help to diagnose mantis 1712
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causes a mono 1.2.4 compile to fail
and MW says it will soon be replaced anyway.
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added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
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to save a single primitive or small group of them. This command will save all prims in the current scene that name matches the "PrimName" parameter. The saved file is in standard xml2 format, so can be loaded using load-xml2
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The 1st "GetAvatarAppearance" *always* fails and returns default
avatarappearance. Avatarappearance seems to be working well because
the 2nd "GetAvatarAppearance" gets the right appearance.
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Reads estate_settings.xml and populates the database from it.
If there is no record, just passes the defaults to the application.
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Make each region load it's settings from the database on startup.
No user functionality yet.
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not break trunk.
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useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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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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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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throws any exception, we will carry on with the default appearance rather than terminating the client login
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Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
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initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
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SceneXmlLoader.CreatePrimFromXml2()
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error on volume portion of maptile drawing routine.
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same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
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