structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs.
[yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
* If a user logs in and they are noted as agentOnline. Set agentOnline = false and send a 'you're already logged in' message to the user asking them to wait 5 minutes. These 5 minutes are not enforced (because there's no foolproof interlock release yet without the grid operator getting a support call for every little sim crash). When the user gets the message, they can log-in immediately after it, but the user can expect weird results if they don't wait 5 minutes and log-in to the region they were in previously.
Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
So this commit doesn't actually fix inventory in that client, it just stops the "loading" message being displayed forever next to a folder, and instead shows empty folders.
Next part will be to fill in the details of the items in the folders.
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
* See OpenSim.ini.example for more details
* The old sqlite/mssql settings were redundant and effectively ignored anyway. Hence, there's no need for you to change your current settings, which will still work
* In fact, asset_database should probably be moved to [Network] since it's meaningless for standalone installations