| Commit message (Collapse) | Author | Files | Lines |
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that data providers can verify authenticity if they want.
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command
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.NET 4.0 added the method Stream.CopyTo(stream, bufferSize). For .NET 3.5
and before, WebUtil defined an extension method for Stream with the signature
Stream.CopyTo(stream, maxBytesToCopy). The meaning of the second parameter
is different in the two forms and depending on which compiler and/or
runtime you use, you could get one form or the other. Crashes ensue.
This change renames the WebUtil stream copy method to something that
cannot be confused with the new CopyTo method defined in .NET 4.0.
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capitalization of 'name' to lower case, also in the same <grid> section.
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thread.
This was previous behaviour anyway.
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saying afterwards that we added it.
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rather than what they've just done.
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at the asset service at once.
This may (or may not) improve reliability for http://opensimulator.org/mantis/view.php?id=5898
Quick tests show that save time is the same.
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This is configured in the new [Estates] section of OpenSim.ini.
If a default estate is configured then all new regions are automatically joined to it instead of asking the user.
If the default estate does not already exist then it is created.
Current default behaviour remains the same - the user is asked for estate details when necessary.
Thanks to Frenando Oliveira for the patch which I adapated further.
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the PostToService variants.
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makes use of the SLUtil copy via a method rather than each LLClientView loading a separate copy.
As per opensim-users mailing list discussion.
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- Added an inventory cache for caching root and system folders
- Synchronized the remote inventory connector, so that all the remote inventory calls are serialized
This will not make much difference in the hold ups. We'd have to move the FireAndForget high up to AddInventoryItem, but that opens up a can of worms regarding the notification of the recipient... the recipient would be notified of the offer before the items are effectively in his inventory, which could lead to surprises.
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functional asset posts so that the client threads doesn't freeze (but the network posts are serialized).
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This is rather than checking whether the avatar is sitting and doing its own calculation.
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this is handled by the necessary ParentPart check
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(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
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(part != null), rather than having unnecessary multiple checks
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pattern as suggested in the patch mantis #5921. Testing it in this smaller context to see how it works.
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ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
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This should not currently be used in any circumstances except for experimentation.
Database tables used by this plugin can still change at any time with no migration path.
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the check for significant is carried out. Prevents a deadlock condition.
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are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
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<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
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region data plugins, null out scene in script and npc torture tests, add other doc comments to torture tests
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We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
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and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
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I believe this was originally required back when there could be two LocalGridServiceConnectors but this is no longer the case.
Having such statics makes performance testing much more difficult since they prevent GC of objects unless static references are explicitly nulled.
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status" command.
This is for diagnostic purposes.
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This is another step necessary for the scene to be garbage collected between performance tests
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They were all failing assertions but the exceptions these threw were caught as expected Exceptions.
I don't think we can easily distinguish these from the Exceptions that we're expecting.
So for now we'll do some messy manually checking with boolean setting instead.
This patch also corrects the assertions themselves.
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they're running
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variable rather than making each test fetch it seperately.
Also rename instance variables in the test to conform to naming standards and for understandability
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mantis 5914
The part reverted is from commit 2ebb421.
Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments.
I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :)
Regression test added for this case.
Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
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* Telehub support
* Bugfix to Friends lookups
* Updates to Creator fields to store up to 255 characters for HG item creator storage
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Some successful collision attacks have been carried out on sha1 with speculation that more are possible.
http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms
No successful attacks have been shown on sha256, which makes it less likely that anybody will be able to engineer an asset hash collision in the future.
Tradeoff is more storage required for hashes, and more cpu to hash, though this is neglible compared to db operations and network access.
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configurable from outside MySQLXAssetData.
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Whether this is worthwhile is debatable since here we are not transmitting data over a network
In addition, jpeg2000 (the biggest data hog) is already a compressed image format.
May not remain.
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