| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
MessageTransferModule.SendGridInstantMessageViaXMLRPCAsync() whilst preserving retry lookup behaviour.
This is based on heavily mikemig's original patch in http://opensimulator.org/mantis/view.php?id=7149
but instead of exiting after the first IM delivery failure to presence information retrieved from the presence service
it will retry the lookup until the result matches the previous lookup.
This is to deal with the case where the agent is sent an IM whilst they are teleporting.
|
|
|
|
|
|
| |
in a root prim, the focus should remain on the root prim.
Matches behaviour just tested on the Linden grid.
|
|
|
|
| |
camera-at value, rather than replace.
|
|
|
|
| |
child prim with camera-eye set
|
|
|
|
|
|
| |
prim and the root prim has no corresponding value set, then also set the root prim.
This matches behaviour just tested on the Linden Lab grid.
|
|
|
|
|
|
| |
prim does not, use the root prim offsets.
This matches behaviour just tested on the Linden Lab grid.
|
|
|
|
|
|
|
|
| |
prims moved camera/focus to wrong position.
For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
|
| |
|
|
|
|
| |
chat
|
|
|
|
| |
chat both ways.
|
|
|
|
|
|
| |
child presence connection directly rather than routing through TestClient.
This code isn't relevant to this test and is already exercised by other tests.
|
|
|
|
| |
to west.
|
|\ |
|
| |
| |
| |
| | |
These characters are used as placeholders for other characters: ": /". But we should search first for the exact string the user entered, and only if that fails then replace the characters and search again.
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
anywhere in neighbouring regions.
This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
|
| |
| |
| |
| | |
when sending group messages, not just those after get group members and get presence status, as applicable
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
that of the groups module.
This is to allow us to get useful information on messaging without being overwhelmed by the rest of groups debug.
Enabled with [Groups] DebugMessagingEnabled = true in config (default false)
Or "debug groups messaging verbose true|false on the console" (similar to existing groups setting).
Done for both xmlrpc and V2 groups.
|
| |
| |
| |
| |
| |
| |
| |
| | |
notice with XmlRpcGroups messaging did not appear in the user's inventory.
This was because the "session ID" when the message template was copied was always replaced with the group ID, whereas a notice requires this to be the notice ID.
Instead just copy the "session ID" as is - other callers already have this set properly so replacing with group ID was redundant anyway.
Relates to http://opensimulator.org/mantis/view.php?id=7037
|
| |
| |
| |
| |
| |
| | |
Cross, because the permission checks are different.
Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
|
| |
| |
| |
| | |
due to permissions (in QueryAccess and IsAuthorizedForRegion)
|
| | |
|
| |
| |
| |
| | |
error messages.
|
|/
|
|
| |
asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
|
| |
|
|
|
|
| |
like copy-paste items in inventory.
|
|
|
|
|
| |
staircases. This change is required because of the change in the
avatar default shape from the capsule to the rectangle.
|
|
|
|
|
|
| |
currently being used as a flag to orchestrate destination simulator threads on teleport.
If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
|
|
|
|
|
|
|
| |
to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them.
This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released.
Relates to http://opensimulator.org/mantis/view.php?id=7148
|
|
|
|
| |
EstateManagementModule relating to RAW file uploading.
|
| |
|
|
|
|
|
|
| |
rather than infinite timeout.
This both signals a problem with the URL and eventually frees the thread, rather than hanging indefinitely with no information.
|
|
|
|
|
|
|
|
| |
handle notices to offline users directly as known undeliverable messages rather than discarding or attempting delivery.
Offline notices can still be controlled with the [Messaging] ForwardOfflineGroupMessages setting.
Looks to address more of http://opensimulator.org/mantis/view.php?id=7037
Only for Flotsam now for testing, but if approach works should be possible with core offline notices as well.
|
| |
|
|
|
|
| |
of xmlrpc and core offline IM modules
|
|
|
|
| |
GroupsMessagingModule.ProcessMessageFromGroupSession()
|
|
|
|
| |
assets associated with foreign users were being missed.
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| | |
There is a problem here with infinite recursion, but this patch loses the 'hunting' behaviour where the code will attempt multiple lookups if the avatar is teleporting rapidly around different simulators.
This patch only does a single lookup before giving up.
This reverts commit cecb446e0e91ede0b05ea9cf40c1313782241f3d.
|
| | |
|
| |
| |
| |
| | |
version of default user switch for load oar :q :q
|
| | |
|
| | |
|
| |
| |
| |
| | |
and the prim is deleted.
|
| |
| |
| |
| | |
object, not just avatars sitting on the sittarget in the object containing the script. or when the object is owned by the parcel, land group or estate owner.
|
| |
| |
| |
| |
| | |
This patch implements llGetMassMKS as it is described in the wiki
http://wiki.secondlife.com/wiki/LlGetMassMKS
|
| |\ |
|