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* removed old debugging code from IM and chat modulesJeff Ames2007-12-092-7/+0
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* * Added more info to ChildAgentDataUpdate Teravus Ovares2007-12-091-0/+22
| | | | | * Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
* change PacketQueue to take the byte[] throttle insteadSean Dague2007-12-092-5/+3
| | | | | | of the Packet to set the throttles
* * Added some inter-region comms glue for allowing sims to chat amongst ↵Teravus Ovares2007-12-093-0/+134
| | | | | | | themsevles about an agent behind the agent's back. * Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
* added more packet handling stubsJeff Ames2007-12-091-0/+12
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* hackish code to allow emptying of trash. This really should be done on the ↵Brian McBee2007-12-083-1/+11
| | | | | | | | inventory server, and not from the region. Also: it appeared to work the first try, so I have probably done something horribly wrong.
* Allow moving, deleting, and restoring objects in inventory.Brian McBee2007-12-084-0/+53
| | | | | Note: only tested in grid mode, and emptying trash is still not implemented.
* * Added back the regionup code so people in nearby sims can see a downed sim ↵Teravus Ovares2007-12-081-3/+3
| | | | coming back up.
* * All remoting calls are now using Serializable valuesTeravus Ovares2007-12-072-9/+9
| | | | | | * There's still goofyness though, because other regions are denying child agent avatar. * Still more debugging required.
* Enabled the TextureDownloadModule, so that hopefully I might get some ↵MW2007-12-074-34/+30
| | | | feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
* move to PacketQueue for throttling. This has been tested with a coupleSean Dague2007-12-072-621/+50
| | | | | | | of people, but is enough of a change that more should try it out. This removes 500 lines from ClientView.cs in the process.
* further screwing around with the PacketQueue data structure.Sean Dague2007-12-071-39/+149
| | | | | | Nearly time to replace a chunk of ClientView with this.
* * Serialized data properly for the InterRegionSingleton InformRegionChild methodTeravus Ovares2007-12-072-3/+3
| | | | | * This isn't really that big of a deal(worth lots of commits) doing this, however I'm doing it in small chunks because I'm multi-tasking.
* Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ↵MW2007-12-076-188/+291
| | | | | | | ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done. Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* * miniscule changes just to keep myself in synchlbsa712007-12-071-1/+3
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* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-078-45/+42
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* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-075-152/+186
| | | | | | | * BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
* added one more command to the console help.Jeff Ames2007-12-074-39/+17
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* added a lock to prevent multiple Timer popping racesSean Dague2007-12-061-67/+67
| | | | | | on the packet queues.
* reversing the r2599 patch, as this started causing CreateThread errors for Sean Dague2007-12-062-302/+271
| | | | | | | | | me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop() wasn't doing what was desired on Mono. The Queue refactoring should address the readability issues lbsa71 was working on as soon as I get the merge together.
* removed obsolete Verbose() functionJeff Ames2007-12-068-38/+57
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* more minor cleanup. added some command descriptions to region server help.Jeff Ames2007-12-063-21/+24
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* * now the throttle timer is stopped whilst processing Queue so that it won't ↵lbsa712007-12-062-271/+302
| | | | | | | | fire twice * started to refactored throttling method * some code convention refactorings
* * Removed lots of scurrilous uses of ASCII/UTF8.GetBytes for making packet ↵Adam Frisby2007-12-062-20/+14
| | | | strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
* minor cleanup of Scene.cs (parameter naming, function documentation stubs, ↵Jeff Ames2007-12-061-95/+225
| | | | duplicated UUID, you know...)
* removed some duplicate hard-coded port numbers. changed ports to uint.Jeff Ames2007-12-066-15/+14
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* From Justin Casey (IBM)Sean Dague2007-12-051-16/+24
| | | | | | | | | | | | | When using a local inventory service, this patch stops items held in the root 'my inventory' folder from 'disappearing' on server restart. They were actually still there, we just weren't retrieving them. >From looking at the grid inventory server, the bug probably still exists in there. But I wanted to get this patch in first and consult with MW about the grid fix (he may be planning to change the area extensively soon).
* Do not create a new asset on item metadata changeSean Dague2007-12-051-40/+12
| | | | | | From Justin Casey (IBM)
* From Gary Chernega (IBM)Sean Dague2007-12-054-10/+22
| | | | | | | | | | | | | This patch adds x, y, and z offsets to the load-xml command. If you had a prim at 100,100,20 thats where it would get loaded everytime. This patch lets you place it at an offset from 100,100,20.. as such: load-xml <filespec> -newUI 3 1 2 Loading the prim at 103, 101, 22
* * Applied MSSQL Patch from akokko, Thanks! akokkoTeravus Ovares2007-12-052-0/+1039
| | | | | * This hasn't been tested in MSSQL mode, however it's been checked to make sure it doesn't cause any issues with mySQL/SQLlite
* made one or two more methods in Scene virtual to allow overriding in sub ↵MW2007-12-051-1/+1
| | | | classes.
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-059-133/+318
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* fixed a few compiler warnings under mono (committed from a train, with ↵Jeff Ames2007-12-052-12/+8
| | | | adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
* *disabled some confusing code regarding permissionsTeravus Ovares2007-12-041-2/+3
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-0416-93/+51
| | | | explicit
* made log messages for known unhandled packet types shorter and yellower. ↵Jeff Ames2007-12-042-36/+81
| | | | added handler stubs.
* minor refactor so that I can now grok what happens for outgoing packetsSean Dague2007-12-041-73/+85
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* * Some more ApplyPhysics voodoolbsa712007-12-042-84/+88
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* * Avatar picker works in grid mode now.Teravus Ovares2007-12-041-1/+47
| | | | | | * To test, click the communicate button, then click the 'add' button and type a name. You will get a list of closely matching avatar names. * Before this'll work on your sim in grid mode, the UGA needs to be updated. If it isn't updated, then you'll get a message on the sim console when searching like, 'got invalid queryid'.
* * ApplyPhysics now creates the PhysActor as well.lbsa712007-12-042-83/+104
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* * Added ApplyPhysics helper on group.lbsa712007-12-041-0/+8
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* * Fixed a whole bunch of console messages.Adam Frisby2007-12-0413-26/+26
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* fixed exception and login failure in SimpleApp. (still doesn't work like it ↵Jeff Ames2007-12-041-4/+5
| | | | used to, though)
* * Removed 12 compiler warnings.Adam Frisby2007-12-048-11/+3
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* * Added SSL Support to HttpListenerAdam Frisby2007-12-041-9/+16
| | | | | | | * Added SSL Option to User Server to allow logins to be done via SSL. * Added sane handling for when Remote Admin Plugin configuration is not found * Added some performance boosts to an area of libTerrain which was highlighted in profiling.
* * Flying with ODE and got that sinking feeling? This should helpTeravus Ovares2007-12-041-2/+2
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* set svn:eol-styleJeff Ames2007-12-042-1163/+1163
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* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-043-1139/+1166
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* further encapsulation of function in PacketQueue and PacketThrottleSean Dague2007-12-032-4/+172
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* From Justin Casey (IBM)Sean Dague2007-12-034-47/+113
| | | | | | | | | | | | | | | | | | | | | | | While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.