This chiefly brings in the new sqlite adaptor and renames the old one to SQLiteLegacy
Existing configuratios should continue to work without changes unless you are using Mac OSX and mono 2.6 or later, in which case you will need to enable SQLiteLegacy instead. Please se the instructions in OpenSim.ini.example and the relevant config/include .ini files
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
SQLiteNG MAC USERS WILL NEED TO CHANGE REFERENCES TO "OpenSim.Data.SQLite.dll" to "OpenSim.Data.SQLiteLegacy.dll" in OpenSim.ini and config-include/StandaloneCommon.ini (if
using standalone) See the OpenSim.ini.example and StandaloneCommon.ini.example files for more details This commit also temporarily changes unsigned ParentEstateID values in the
OpenSim.Data.Tests to signed temporarily, since the new plugin enforces creation of signed fields in the database (which is what the SQL actually specifies). And change data
columns in sqlite is a pita.
configurable. Previously, estate managers could enter god mode, but would
not have any powers. Now estate managers can enter god mode only if this
option is true, and then will have real god powers.
This switch allows scripts to pass messages to modules via the modSendCommand() function
Modules can then send messages back to scripts via the link_message LSL event through
invoking DispatchReply() on OpenSim.Region.Framework.Interfaces.IScriptModuleComms
* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section.
* Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
having this enabled results just in warning messages if no message service is actually available
haivng this disabled results in an unexpected failure if no message service is available
This appears to now give better ODE physics response (less sinking into the ground, etc.)
Please change it back if this is actually a bad idea for some reason
* Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth
* Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well
* Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings
* Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup