* Experimenting with the PacketPool mechanism.
* It's still disabled in the code, however there's now a flag to enable it.
* Converted to use Generic Collections vs Hashtables, also now uses a list of 'OK to pool' packets, starting with the high volume PacketAck packet.
fields is GONE (HttpServer does not support that), you can read the
"normal" HTTP headers available via properties, and you can add
headers. also, it is now possible to set a timeout for KeepAlive (for
those clients that pay attention to it).
this also fixes the broken REST inventory/assets/appearance services,
they should be working again.
testcase for OSHttpResponse will follow.
* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
- Added lookup in the data-layer
- MySQL works
- SQLite doesn't have a grid-db, so it won't work there
- I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-)
- Added the plumbing up to OGS1GridServices. This speaks with the grid-server
via XMLRPC.
- Modified MapSearchModule to use the new data. It's backward compatible; if
used with an old grid-server, it just returns one found region instead of a
list.
- Refactored a bit.
Note: This updates data, grid-server and region code. No new files.
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...)