| Commit message (Collapse) | Author | Age | Files | Lines |
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I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization.
I have two objects in different regions that open remote data channels in the state_entry event.
It appears that the state_entry call is executing before the postinitialize method is called in
xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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* 5000 commits in this repository!
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* Not yet ready for public use
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* However, still not actually archiving anything except textures
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* Ignoring it on reload as of yet
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that solves "trees are too small when rezzed"
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plumbs in the events for on_rez.
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* no other prim items are archived yet
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commits
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* May help with mantis 1434 though I doubt it
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service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
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not all faces have the same texture
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* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
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style way over XMLRPC.
* Friend status updates are still only local, so you still won't know before instant messaging someone if they're online.
* The server each user is on and the user server must be updated or the instant message won't get to the destination.
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related.
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patch from Dahlia. IM type stuff. No big deal, not done.
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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true. Instant messages, inventory transfers use this.. and it was always returning false.
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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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When you copy an item in inventory and paste it, the name gets lost.
Also when you use "Save as" in the Appearance Editing window the
created item in inventory has always the name "New <item-type>",
regardless of what you typed in as name.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
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across reboots though.
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* This now has equivalent functionality to load-xml2 - no asset data is restored yet
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reference instead.
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* No reload functionality implemented yet
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noticed that Scene.Close() will only call Close on non-shared region
modules. i've now added code to SceneManager.Close() to collect all
shared region module from each scene before calling Scene.Close()
on it and then, once, all Scenes are closed, go through the list of
collected shared region modules and close them as well. SceneManager.Close()
is only called when we initiate a shutdown --- i've verified that a
Scene restart does not trigger the shutdown of shared modules :-)
also, this adds a couple of bug fixes to the IRCBridgeModule (which
after all didn't take kindly to being closed) as well as a check to
InterregionModule's Close() call.
finally, this fixes the RestPlugin's XmlWriter so that it no longer
includes the "xsd=..." and "xsi=..." junk.
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
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was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
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* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
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