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receivers to accept/decline.
This appears to be a regression from back in commit db91044 (Mon Aug 22 2011) where we started to send TaskInventoryOffered msg dialog rather than InventoryOffered dialog.
This is probably correct, but failed because the bucket was too large and because we wouldn't have handled the TaskInventoryDeclined option anyway.
This patch handles both of these and make llGiveInventoryList() use TaskInventoryOffered as well
Fixes http://opensimulator.org/mantis/view.php?id=6089
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method rather than iterate through TaskInventory itself."
This reverts commit 58b13d51a7eddb442e38e6dc6790a9e7cf68bad7.
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update the name if this has been changed whilst attached.
Note, this behaviour appears to be at variance with the ll grid as of Tues 17 July 2012, testing with viewer 3.2.1.
The item name in inventory does not change either at the point of detach or after a relog.
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item is updated.
This doesn't seem to make any sense and probably stems from a period when this code was directly involved in attaching objects directly from the scene.
This message is already being sent by InventoryAccessModule code instead.
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A better solution using the already present flags must be found.
This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
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SP.Scene.RegionInfo.RegionID instead of manually looking it up from the stored scene list.
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region in the same simulator that was not next to the source region.
This was because teleporting to the new region invoked the new session setup code before the agent was removed from the old region, which then invoked the session teardown code.
Now, we only invoke the teardown code if the region ID occupied by the agent being removed is the same as the one registered for the current session.
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the thrown exceptions.
Signed-off-by: Melanie <melanie@t-data.com>
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sliced linear prims. Addresses Mantis #6085
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Signed-off-by: SignpostMarv <github@signpostmarv.name>
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region, implementing parcel prim count check.
Signed-off-by: SignpostMarv <github@signpostmarv.name>
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entry/prim limit/access restrictions.
Signed-off-by: SignpostMarv <github@signpostmarv.name>
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resize from the JPEG2000 original rather than only saving it to disk.
This appears to be the cause of the warp 3d exception seen when starting a new region for the first time.
Subsequent starts were okay because resized saved bitmap was correctly retrieved from disk.
Should fix http://opensimulator.org/mantis/view.php?id=5204 and http://opensimulator.org/mantis/view.php?id=5272
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the BOM, use a single Util.UTF8NoBomEncoding.
This class is thread-safe (as evidenced by the provision of the system-wide Encoding.UTF8 which does not suppress BOM on output).
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the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
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This can always be retrieved via the LLUDPClient and is so done in various places already.
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This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
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IClientAPI.RemoteEndpoint.
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names in OpenSim.ini.example to AllowedClients and BannedClients to match long-existing settings in [LoginService]
Also changes separator from comma to bar to match existing [LoginService] config features.
Divergence of config names for identical facilities in different places makes for an unnecessarily confusing user experience.
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Also change to use standard table formatting
"show circuits" and "show connections" console commands are very similar but access different data structures.
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Also moves into own method.
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SOG and SOP. Should have no functionality changes.
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constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
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This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
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since the infrastructure no longer fails if this module isn't present, at least on the tested codepaths
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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currently only checks for the presence of script items, not for started scripts
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avatar to sit in the position given if no sit target was set.
Previous behave was that the second avatar could not sit.
This matches behaviour observed on the LL grid.
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and SOP.RemoveSittingAvatar()
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This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
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rather than creating a new copy
There are no issues with side-effects since this is a struct.
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property rather than being repeated in SP.
This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical.
Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
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avatars rather than throwing an exception.
Extends sitting avatar regression tests to test new sitters information
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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second to finish normally before forcibly aborting.
This is to avoid the worst of the problems in mono 2.6, 2.10 where an aborted thread does not always release all its locks.
This very short grace period is identical to the existing behaviour when a script is removed from the scene.
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another avatar in the scene.
Very useful in serious game/environment scenarios where its only allowed for trusted creators.
Threat level Severe
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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is only complete for a particular region at a time
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This was causing 2 copies of the module to be created for each scene.
Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded)
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