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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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MessageTransfer modules and Groups module.
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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
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scene presence by client ID.
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Modules should not assume thet they are the one and only, but only be
enabled when explicitly configured.
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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'MessagingModule' in [Groups] section in accordance with OpenSim.ini.example descriptions
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rather than just saying "destination not found"
Instead of performing the 4096 check when the region is linked (and subsequently removing the link), leave the link in place and perform the check in the entity transfer module
This allows us to explicitly tell the hypergridder why the teleport failed (region out of range).
It also allows people on regions that are within range (on a large source grid) to teleport.
The Check4096 config parameter in the [GridService] section is replaced by a max_distance paramter in a new [EntityTransfer] section in OpenSimDefaults.ini
Since the parameter is in OpenSimDefaults.ini no action needs to be taken unless you want to increase this limit. It could also be decreased.
The check is being made in the base entity transfer module, since I believe the viewer problem occurs both on extremely large grids and while hypergridding.
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prettify codeing style/formatting
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If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
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this is a prerequisite to fixing llDialog issues for the latest Linden viewers, since they are now making use of a new OwnerData field in the ScriptDialog message
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at the moment, this just performs a baked avatar check for everybody in the region. If the check returns 'corrupt' then a baked texture is missing and other avatars will continue to see the gas ball.
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OpenSim.Tests.Common instead
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At the moment, this command just asks the AvatarFactory to perform the existing baked texture check for each avatar in the simulator and returns "OK" or "corrupt".
This is for debugging purposes
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still quite a large amount of logging present for debug purposes.
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See http://opensimulator.org/mantis/view.php?id=5336
It turns out that viewer 2 was upset by the lack of a response to viv_watcher.php. This would send it into a continuous login loop.
Viewer 1 was quite happy to ignore the lack of response.
This commit puts in the bare minimum 'OK' message in response to viv_watcher.php. This allows viewer 2 voice to connect and appears to work.
However, at some point we need to fill out the watcher response, whatever that is.
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to config parameters. Clean up some log messages.
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earlier on.
Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
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This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
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it returns null if the user isn't a member of the group.
This matches the behaviour of the same method for Flotsam Groups. This is the behaviour assumed by existing code.
Method doc also added to IGroupsServicesConnector to the make the contract clear.
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rather than true!
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yet complete.
While implementing this, a bug was fixed in scene setup helpers where module RegionLoaded() was called immediately after AddRegion() instead of waiting for all AddRegions() to complete.
Also, XmlRpcGroupsModule non-message functionality will now work without a message transfer module (as indicated in the comments but with a contradictory implementation)
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into "one-to-many" and "many-to-one" makes it possible to call the right function on presence creation (both child and root) and when a child agent is promoted to root. This brings the total number of appearance sends down to one or two on login.
Cleaned up the avatar update calls in the groups code. Cleaned up
some commented and debugging code, and a few formating fixes.
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registrations. Add the missing bits to drive the local connector's HTTP
requests. This makes standalones work.
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why standalone should not.
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groups module
This allows the groups xmlrpc server to act appropriately if the requesting agent has permission to see all group members
Not sure why this wasn't being done before...
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Improve debugging messages
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requestingAgentID to RequestingAgentID
This was stopping the get group member roles call from working, and may have affected other things
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