| Commit message (Collapse) | Author | Age | Files | Lines |
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is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
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AttachmentsModule
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than a NullReferenceException
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AttachmentsModule
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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If serverside permissions are off then this works as expected. Previously, it was impossible for more than one person to edit such items even if permissions were off.
If serverside permissions are on then this works as expected if the object was created by an avatar who had the required group active.
However, if the group for the object is later set then the contained item is still not editable. This may be linked to a wider bug where the object is still not modifiable by the group anyway
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really don't need two methods doing the same thing, but differently.
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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AttachmentsModule
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AttachmentsModule
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debug line, and commented the debug line out since it can quickly become noisy
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need to rationalize method names later
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root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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itself has been unsuccessful
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When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
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* HG is seriously broken here
* Compiles. Untested.
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* Started rerouting calls to UserService.
* Compiles. May run.
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inventory until relog. This patch corrects this and puts the item back into
inventory.
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obsolete. Didn't delete it yet to avoid merge conflicts later -- want to stay out of core as much as possible.
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Committed from my other box where git is not configured properly
Signed-off-by: Melanie <melanie@t-data.com>
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admin plugin
See http://opensimulator.org/mantis/view.php?id=4418
Thanks StrawberryFride
See
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else still goes to L&F
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add a GetGroupByPrim() method to Scene.cs
delete a redundant method
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unknown asset type, and log an error if it ever does happen
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* also, "\" has to be escaped as "\\"
* add item name unit test for escaped characters
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InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
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This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
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MySQLAssetData with Utils.DateTimeToUnixTime()
* Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode
* Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
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