old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
required to log in. set_login_params accepts avatar_uuid and password of a
user with god level 200 or more, and allows setting either or both the
login_motd or login_level
* This is a HUGE update.. and should be considered fraut with peril.
* SSL Mode isn't available *yet* but I'll work on that next.
* DrScofld is still working on a radical new thread pump scheme for this which will be implemented soon.
* This could break the Build! This could break your Grid!
* This is an initial basic experimental code for inventory import and export from the region server
* Probably not yet ready for general use
* Thanks Kayne!
Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
* This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message.
* We have to figure out how to encode those binary values in the example code in the module...
* Committing this so we have a start point. Will continue to work on this more today.
* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
Active gestures are sent as part of the login-response. Added
fetchActiveGestures to SQLite and MySQL; added an empty one for MSSQL and
NHibernate. Using the empty ones won't cause errors, but doesn't provide
persistence either, of course.
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
* Monitors / for getting the seed cap for rez_avatar/request on application/llsd+xml && application/xml+llsd && !application/xml
* Experimental, this might break LibOMV temporarily.
* the methods were identical except that the Properties one did a check for the user profile beforehand. However, every caller was doing this already anyway.
* There are still a lot of things that are hard coded to use http. They need to be fixed.
* Also includes directions
* A standard junk PEM file to append to app_settings/CA.pem in the client so SSL will work
* This patch aims to introduce look at direction persistence between logins. It won't be active until the second part of the patch is committed in about two weeks time. At
this point, region servers that haven't upgraded past this revision may run into problems
* This checkin upgrades the user database. As always, we recommend you have backups in case something goes wrong.
* Many thanks to tyre for this patch.
patch is attached that replaces the o(n^2) algorithm currently
used to build the inventory cache with an o(n) algorithm using
hash tables. the patch also adds some additional error handling.
Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
* Now it should properly inform the user and stop a login if a region server could not be contacted in order to expect a user (the last commit didn't actually quite work correctly)
* These are different types then the OMV types because changing them causes just about all grid comms to break. If these were the libOMV types, then libOMV couldn't change them ever again after that.. or we'd have a breakage whenever they changed them.
* This might introduce a map issue. Still checking it out.
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* You can replace "grid" as the asset system with "file" to save and load all your assets from a directory on your hard disk. Files are serialised to XML and saved in the format "/<dir>/0x/0x/0x/0000-0000-000000-0000-0000.xml"
* Directory <dir> is sharing the Asset Server URL path, use a normal path here instead (ie C:\xyz or /var/assets/).
* This probably wont work well in grid mode unless every sim has access to the same directory. This is mostly intended for standalone usage where quick and convenient access to assets is required.
no OpenSim.ini file found by GridInfoService. GridInfoService now will
just issue a warning that GridInfo will NOT be available to your users
if no OpenSim.ini file is available. due to the static nature of
UserConfig (configuration options hardcoded) i don't think it's currently
an option to move GridInfo into user_server.xml but if anyone wants to
look into this i'd be delighted...
* When OGP is active, disable SSL certificate chain validation. I'll add more options here to come, as well as a way to test against a group of known certificate subjects.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
This small patch provides the required changes to populate
the columns agentIP and agentPort in table "agents"
Tested with mysql (but should work for all supported db engines)
also enable LSLconformance on some texture functions as well.
Applied the part of the patch in Shared/.
The part for Common/ needs to be reworked to remove the reference
into Shared/
It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
as those all work with MySQL (and are in fact required it seems);
adds examples as well
- adds region_file_template functionality for the create_region XmlRpc
call of RemoteAdminPlugin
- cleans up and fixes typo in UserProfileData
the first part of gesture persistence.
----------------------------------------------------------
Attachments no longer vanish on walking crossing. Teleport is still
problematic, but will now be blocked with message "Inconsistent
attachment state" rather than losing the attachment. Detach to be
able to TP in that case.
Change user server to handle attachment assets record properly. Ensure
that attachments are not re-rezzed on region crossing. Persistence
will NOT WORK with earliser UGAI!!
Change region server to match.
* The primary immediate use is to provide a means of temporarily reducing log output on the console when executing console commands
* Changing the log level on the console is not permanent and does not affect the log information being put into OpenSim.log
* This could have been done by putting in a threshold level on the Console appeneder in OpenSim.exe.config and implementing config watching in the code.
* But I think that it's a little more user friendly to make this doable via the console.
Places touched:
- Added two events for in-packets to LLCLientView: RegionHandleRequest and
ParcelInfoRequest
- Added sending of two out-packets to LLCLientView: RegionIDAndHandleReply and
ParcelInfoReply.
- Scene handles the RegionHandleRequest, LandManagementModule the
ParcelInfoRequest
- Added inter-region request for LandData by RegionHandle and local position.
This was implemented as XML-RPC request. The returned LandData isn't
complete, it only contains the data necessary for answering the
ParcelInfoRequest
- Added new CAPS (0009) for RemoteParcelRequest and some methods for LandData
handling to LandManagementModule
- Added methods for fake parcelID creation and parsing to Util
- Fixed missing implementation of interface methods.
- Added new file:
OpenSim/Framework/Communications/Capabilities/LLSDRemoteParcelResponse.cs
NOTE: This is part of the patch, too.
Due to the many places touched, I would consider this patch as experimental.
the database is now intepreted as follows: low byte = user flags.
Next byte, low nibble: Deternines the text (Resident, Lifetime, etc)
shown. No customn text support yet.
Binary distributions of OpenSim are not able to get the version info because they lack the ../.svn/entries file. This file exists in the ./bin./svn directory, which would be in a binary distribution. The included patch changes the path from ../.svn/entries to .svn/entries, which allows the version information to be show in "help/about"
* This is being done by preventing close from being called twice on child agent closure (nres which would have been thrown are being swallowed).
* However, it should be possible to do much better cleanup on this code in the future
occasionally, but are fixed on restart (issue 1919).
This patch introduces the following changes:
1. when a user teleports out of Region A, remove that user's profile
from the Region A user profile cache
2. when a user crosses between regions out of Region A, remove that
user's profile from the Region A user profile cache
3. the user profile cache's session ID member can now be set (written),
and is updated each time a connection with a new avatar is established (ie: a
new avatar enters the region)
4. when a region server looks up a user profile and a cache miss
occurs, fetch the user profile from the user server first instead of
immediately returning null
Adds the new access semantics and the new flag (allow only age verified)
Plumbs in the abuse email address from sim to viewer. The other way around,
libomv appears to be lacking support for the data field in the packet.
Includes a migration, run prebuild!
* May resolves inventory problems that occur when the user moves between two regions`
* e.g. if the user moves to a second region, adds an inventory item, moves back to the original region then tries to manipulate that item
* Not yet implemented for teleport
- LLSDLoginMethod should error out in similar way to XMLRPC login for already logged in condition
- Have LLSDLoginMethod mirror the sequence of the XMLRPC for easier side by side compare
- Log messages report which process XML or LLSD generated them for easier debugging
NOTE: this code is work-in-progress, it's not live. it's so far
harmless and just wants to play. it should not bite anyone (yeah,
that's what they all say, i know...)
resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
* warning was:
OpenSim/Framework/EstateSettings.cs(277): warning CS0472: The result of comparing `libsecondlife.LLUUID' against null is always `false'. This operation is undocumented and it is temporary supported for compatibility reasons only
* coding style: space before flow control statements please! http://blogs.msdn.com/brada/articles/361363.aspx
Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
HTTP method matching support. adapting OSHttpXmlRpcHandler
accordingly. dropping OSHttpXmlProcessor delegate in favour of good
old XmlRpcMethodHandler delegate (was the same signature).
* Potentially useful for diagnostics without needing to log in a client
* Packet queue statistics commented out for now pending a better way to cope with the information overload
Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class
Patch 5 in the region settings series. Adds a migration to ensure corrupted
data is purged and re-read from defaults. Some changes. Still no full
functionality
Changes the permissions module to make scripts permissive only when intended
Adds security checks to asset transfers to prevent hacked clients fron
requesting script sources.
Adds security checks to llClientView to verify all aspects of ownership
and permissions for inventory based script retrieval.
* This will work as long as those servers are actually registering any threads they use (does not include stuff plucked from the thread pool)
* command is now "show threads" rather than threads
The attached patch tries to read the SVN revision from local file
"svn_revision" before checking "../.svn/entries".
This allows simulators not running from the source tree to properly
display the SVN revision, if the installer generates the
"svn_revision" file.
UserManager.UpdateUserProfile(UserProfileData).
Adding UpdateUserProfile(UserProfileData) to IUserService interface.
Adding RemoteAdminPlugin.XmlRpcUpdateUserAccountMethod(...) to provide
a remote update capability.
* Migration should be automatic on sqlite and mysql
* Migration is not automatic on mssql, you will need to drop the invType column manually
* Migration should be fine, but as for any db change, I would recommend making sure you have backups before moving past this revision
And reverted CachedUserInfo back to revision 5262.
I don't think most of the inventory problems that people are reporting are due to these, but its easier to deal with one set of potential problems at a time, and I'm not going to get any time in the week to work on this anyway.
The Login service should now read/create new inventory on the inventory server that is set in a users profile.
Also added "Add-InventoryHost" console command to add a support for a new server to a region.
So it would be good if someone could test this. Set up the grid as normal, but then also run extra inventory server on a different computer (well actually it just has to be on a different network hostname, so one using "http://localhost:8004" and one using "http://127.0.0.1:8005" should work) then you need to manually edit the user profile database to set the new servers url in a user's "userInventoryURI" field.
Then on a region server, use the Add-InventoryHost to add the new server url (always include the full url, including http, but don't add a final /)
Login with that account and see if the inventory works.
Of course these needs to be made more user friendly.
TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
* commented out [Obsolete(....)] attributes where no replacement feature
was available: if we want to attribute code that we think needs to be
reworked, we should define a new attribute and use that instead
(together with a little tool to retrieve all the attributed code then)
* commenting out unused variables
Currently module loading is done ad-hoc. I propose creating a simple
loader class that leverages Mono.Addins (and perhaps the new .NET
addins when they become available in mono). Attached is a basic
patch for review that compiles into HEAD, but doesn't yet replace
any existing ad-hoc loaders.
Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
In function "ReadInExtraParamsBytes", parameter "data" is used without a boundary check.
if data.Length==0, an "out of index" exception will be thrown.
* Enables regular jpeg map images to be served directly from the region.
* EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5
* This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes>
* The Webmap image location gets printed on the console when the simulator starts up.
* JPEG data is cached so we only create the webjpeg once.
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* Please feel free to comment if the periodic logging is causing you problems in some way - I'm loathe to add yet another switch to OpenSim.ini but will if it proves necessary
* This is the GC.GetTotalMemory() method, which I'm guessing does not include memory used by the VM (hence the memory usage reported in top on linux would be much higher)
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
having reached the intermediate level of .NET's XmlSudoku, i've
now figured out how to do deserialization using different
XmlSerializers (this stuff begins to grow on me, sigh).
[still not used code, work-in-progress]
* adding convenience property on OSHttpRequest.cs (from awebb)
having spent the last couple of days wrestling with .NET XmlSerializer
and trying to get it to do what is required by XMPP (RFC 3920 & 3921)
this is the preliminary result of that wrestling (you should see the
other guy!): XmppSerializer allows us to serialize Xmpp stanza (and
theoretically deserialize [or reify] them), XmppWriter helps avoiding
various gratuitous crap added in by off-the-shelf XmlSerializer.
this is currently not used anywhere but the plan is to use it for
at least an XMPPBridgeModule.
* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
If a request is made for an asset which is not in the cache yet,
but has already been requested by something else, queue up the
callbacks on that requester instead of swamping the asset server
with multiple requests for the same asset.
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
i've added the OSHttpStatusCodes enumeration of HTTP status codes, have adapted
BaseHttpServer to use those.
then RestPlugin now has proper Failure handling returning proper HTTP status
codes. Regions/POSTHandler is work-in-progress.
* If a caller attempts to set PrimitiveBaseShape.ProfileCurve with a HollowShape or ProfileShape component which is not a valid enum, a warning is spat out and a default shape
subtituted
* This does not solve any underlying problem if we're missing some enum values (though it's not obvious what these are), but it should allow save-xml2/load-xml2 to be used
without causing invalid enum value related exceptions. The checks will also guard against badly behaved clients.
* This change alters the order of shape values in the xml, since it appears properties are serialized after fields (at least this is the case in mono). .net native
deserialization can cope with this it appears, though people manipulating xml manually may need to adapt (if there are any).
* This may be a good argument against relying on .net [de]serialization for our xml format.
provide OSHttpRequest and OSHttpResponse to our REST handler.
also, this adds proper RestPlugin.IsGod() checking against the X-OpenSim-Godkey
HTTP request header.
last, i added XML doc comments to RestPlugin.cs
the "if (request.UserAgent != null)" branch in the wrong place: as a result BaseHttpServer would not do
anything if the user agent header field was present....ARGH! BAAAAAAD.
You sure can. This change set restores pants (and the rest of the
default appearance) in grid mode. The
root issue had to do with serializing multi-faced textures to the
grid server. This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on
standalone, but this should be in a good kicking around state for
grid users.
Fixes a bug in BaseRequestHandler.
If the length of the patter is equal to, or greater than, the length of
the actual request path, then an exception is thrown. System using is
added to support use of String.Empty. Exception is used to ensure most
efficient operation on (assumed to be most common) successful case.
This patch adds an additional handler to the existing BaseHttpServer.
It does not affect any of the existing behaviors except insofar as the
new handler may be selected.
It is selected first because its Agent-oriented nature means that it
should not be pre-empted. The new handler type is defined by IHttpAgentHandler
in Framework/Servers and has two interface methods: Match and Handle.
The Match function returns a boolean result based upon examination of
information presented in the User-Agent header.
The Handle function expects to get the request and response instances
associated with the flow. The handler is responsible for ALL activity
associated with the request except in the event of an unhandled exception,
in which case the HandleAgentRequest routine will generate a 500 status
message and close the stream.
There are two immediateley apparent (and VERY easy to implement)
improvements that could be made:
1. The Match call could be allowed to operate over the entire
request context., rather than just agent identity.
2. The Handler could return a boolean indication of whether or not
the request was actually handled, and if not, the remaining handler
mechanism could take a shot at it. This would eliminate issues
arising from pre-empted streams.
enhancing IStreamHandler and IStreamedHandler interfaces so that OSHttp{Request,Response} get passed in,
allowing RestHandlers to set response status code, redirections, etc.
* In theory, this should be a somewhat useless statistic since the user server will already have tried to use the inventory service to retrieve the avatar's skeleton. If this
fails, login is halted completely.
* Nonetheless I'm recording it anyway just to see whether it happens (yes, I'm too lazy to scan the logs...)
the attached patch set adds the (still work-in-progress but already
working) RestPlugin base class and the RestRegionPlugin code. we are using
XML serialization.
currently working:
GET /admin/regions/ -> returns UUID list of known regions
GET /admin/regions/<UUID> -> returns detailed region information
we'll be adding support for POST/DELETE/PUT and also for
/admin/regions/<UUID>/name etc.
* If the status cannot be retrieved, then the region startup will terminate.
* The aim of this is for earlier detection of situations where the region can send messages out but cannot accept incoming requests (often due to firewall issues)
* This is currently an extremely simplistic check which completely trusts whatever http uri is given by the region
* This contact may be problematic, though since the user service needs to be able to contact the region http uri, it doesn't seem unreasonable for the grid to have to be able to do so too at this stage
* This change will require a prebuild
* This is not functional anywhere, but is a incomplete proposed replacement class for IClientAPI. Assistance filling this out would be appreciated. Use IClientAPI.cs as a reference, but make sure not to copy it - instead rewrite and abstract.
This patch just tightens up console handling in BasOpenSimServer
and removes (or redirects) a couple of messages that were being issued
using Console.Writeline.
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
* Linden client 1.19.1.4 appears to be happy using UDP for this request again, and Linden's own servers (1.21) don't appear to be supplying the CAPS version currently
* This should for now fix the bug where texture selection in the edit window both shows only already open textures, and later stops subsequent inventory requests from working.
The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
* Fixed a bug with Terragen loader where it would do bad things on a non 256x256 sized terrain. Now loads the array correctly.
* Moved MapImageModule.cs to Modules/World/WorldMap
* Changed Location.RegionHandle to use Helpers.GetUlong instead of doing it ourselves.
* This should, in theory, let us make new servers with different protocols very easily (rather than the challenge we would have faced before).
* BREAKS LoadBalancing module for the moment.
* Commit 1/3 - Please dont attempt to update to this revision until all 3 are in.