| Commit message (Collapse) | Author | Age | Files | Lines |
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can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
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remove duplicate mock inventory service
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does the real LandChannel), percolating to SceneSetupHelpers.
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- adding LandDataSerializer to OAR mechanics
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and that needs to be reflected in all other services setups. But the teleport test still doesn't work. Commenting it for now.
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find it in the cache.
Commented out the Standalone teleport test because it's failing, and the scene setup is very confusing. I suspect it may be wrong -- the connectors-as-ISharedRegionModules are being instantiated several times when there are several scenes.
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IConfigSource causing grief to region modules expecting it to be
non-empty (which a number of them do).
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randomly occurs.
* LongVersion nIni may be causing the test thread death. Pausing OpenSimulator during startup causes a nIni error that makes debugging startup operations difficult for users. It might be because when it's in pause mode, something else reads from the nini config passed? If it is, it might not be fixable.. however, if it's concurrency that causes nini death it would make sense to give each section of the tests a new IConfigSource so that they don't read from the same configsource at the same time.
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panda)
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inventory and asset, service modules. The boolean startServices was replaced with realServices string. If the string contains the word asset, it will start a real asset module, if it contains inventory, it starts a real inventory. Otherwise, it use mock (NullPlugin-like) objects, for tests that don't really need functionality.
* SetupScene is now actually sharing the asset and inventory modules if the tester wishes to have multiple regions connected. To link regions, just start SetupScene with the same CommunicationManager for all scenes. SceneSetupHelper will hold a static reference to the modules and won't initialize them again, just run the scenes through the modules AddRegion, RegionLoaded and PostInitialize.
* With the recent changes, both asset and inventory (and in the future, user) services should always be asked from the scene, not instantiated alone. The tests should reflect this new behavior and always start a scene.
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SceneSetupHelpers.SetupScene()
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module interface. This fixes an issue where region references were being added but weren't being deleted,
causing those "unnotified circuit" messages.
* Also fixes tests accordingly
- Fixes Mantis #3452
- Fixes Mantis #3388
- Fixes Mantis #3871
- Related to Mantis #3493
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Region/CoreModules/ServiceConnectorsOut. No functional changes.
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LICENSE.txt.
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hadn't been manually post intiailized
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* Actually spit out the exception caught by the plugin loader - not much point having plugins throw exceptions if we are just going to ignore them
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-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
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Scene.NewUserConnection()
- adding reason reporting
this enforces estate bans very early on and prevents us from
circulating client objects that we'd then have to retract once we
realize that the client is not allowed into the region
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normal runtime thread
* This may eliminate the occasional archive test freezes, since they appeared to occur when somehow the asset server didn't pick up on the presence of a request in the asset
quque
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- Fixed some locking issues. Either lock, or don't (if you don't have to). Only locking access half of the time won't work reliably.
- Had to adapt test helpers that use the "old" IRegionModule. TerrainModule isn't one anymore.
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* Add some more debug code to narrow down where the tests are freezing
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* Fixed an issue with AssetCache where it would break unit tests randomly.
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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* This is always available at Scene.CommsManager.AssetCache
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These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
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OpenSim.Region.Environment.Modules.Agent en bloc to OpenSim.Region.CoreModules
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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now seem to pass without having to do this
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archive
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