BlueWall
b699af87dc
Populate user preferences with UserAccount email if it is present, else return an error indicating no email is on record for the user.
2013-12-16 16:25:14 -05:00
BlueWall
5745aa0f86
Backport profile fixes
2013-12-06 14:30:37 -05:00
Kevin Cozens
b8a6fd3e64
Added support for attachments to group notices when using Flotsam groups.
2013-10-15 23:19:37 +01:00
Justin Clark-Casey (justincc)
3bd922f61b
Change 0.7.6 release flavour to post fixes
2013-10-04 23:37:48 +01:00
Justin Clark-Casey (justincc)
9dae06b296
Update flavour to release
2013-10-04 20:45:02 +01:00
Justin Clark-Casey (justincc)
ef10e10fd7
Add OnChatToNPC and OnInstantMessageToNPC messages to NPCAvatar to allow region modules to directly subscribe to chat and messages received by NPCs
...
Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
2013-10-04 20:43:02 +01:00
Justin Clark-Casey (justincc)
329235d3b7
Flip release version to RC1
2013-09-27 22:34:40 +01:00
Justin Clark-Casey (justincc)
1e48bf43a3
minor: Disable logging left active on regression test TestSameSimulatorIsolatedRegionsV2()
2013-09-27 22:34:24 +01:00
Justin Clark-Casey (justincc)
5a6ad028e3
refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in the code that this is symmetric with CloseAgent()
2013-09-27 22:29:16 +01:00
Justin Clark-Casey (justincc)
e6c0267def
refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
...
Adds IScene.CloseAgent() to replace RemoveClient()
2013-09-27 22:29:10 +01:00
dahlia
753cc93af5
minor code formatting for the sake of consistency and readability
2013-09-27 00:36:13 +01:00
Justin Clark-Casey (justincc)
d950cd7670
minor: Make OpenSimDefaults.ini consistent (spacing and tabs to spaces)
2013-09-27 00:18:39 +01:00
Justin Clark-Casey (justincc)
ae3407c73e
minor: Clean up tabbing and spacing issues in OpenSim.ini.example
2013-09-27 00:18:33 +01:00
Justin Clark-Casey (justincc)
19e2f44c25
minor: correct attachment spelling mistake in log message in HGEntityTransferModule.OnIncomingSceneObject()
2013-09-26 22:38:49 +01:00
Justin Clark-Casey (justincc)
f0845c18d4
minor: Comment out windlight log message about sending scene data for now.
2013-09-26 20:11:27 +01:00
Justin Clark-Casey (justincc)
b21c06de23
minor: Add scene name to baked textures in cache log message
2013-09-26 20:11:22 +01:00
Justin Clark-Casey (justincc)
643bc47451
minor: log MaxOutgoingTransferVersion at EntityTransferModule startup
2013-09-26 20:11:17 +01:00
Justin Clark-Casey (justincc)
7d6072b825
minor: correct spelling of Initialized in LSC connector version message
2013-09-26 20:11:12 +01:00
Justin Clark-Casey (justincc)
6013c15b6e
Move adding UUID.Zero -> Unknown User binding to UMM.Init() so that it's also called by HGUserManagementModule
2013-09-26 20:11:09 +01:00
Justin Clark-Casey (justincc)
0114c8bd15
Reinsert client.SceneAgent checks into LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c
(Wed Sep 18 21:41:51 2013 +0100)
...
This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message.
This is most probably why the message appeared to get lost on a proportion of entity transfers.
A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
2013-09-26 20:11:05 +01:00
Justin Clark-Casey (justincc)
7eb5680c38
Reinsert 200ms sleep accidentally removed in commit 7dbc93c
(Wed Sep 18 21:41:51 2013 +0100)
2013-09-26 20:11:00 +01:00
Justin Clark-Casey (justincc)
516ab5d8c6
Instead of swallowing any socket begin/end receive exceptions, log them for debugging purposes.
...
This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether.
2013-09-26 20:10:56 +01:00
Justin Clark-Casey (justincc)
2b392a09b1
minor: Recomment out log message uncommented in previous cbdfe969
2013-09-26 20:09:48 +01:00
Oren Hurvitz
5be6954e5d
When giving items between avatars in different simulators, only add the item to the receiving avatar's inventory once.
...
When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.
2013-09-26 20:09:43 +01:00
Justin Clark-Casey (justincc)
7cb673e5dc
minor: Add prefix to log message in LureModule
2013-09-26 20:09:38 +01:00
Justin Clark-Casey (justincc)
e4dd069a95
minor: Correct minor spelling mistake Reseting -> Resetting in HG Map module log message
2013-09-26 20:09:34 +01:00
Justin Clark-Casey (justincc)
afa9847288
Make UUID.Zero resolve to "Unknown User" in user cache.
...
This is to avoid massive numbers of 'no user found' logs when user IDs are missing for some reason.
UUID.Zero should not be used for any user ID.
2013-09-26 20:09:30 +01:00
Justin Clark-Casey (justincc)
111d1ba826
Lock around read/write of ScenePresence.m_originRegionID to make sure that all threads are seeing the latest value and not a cached one.
...
There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
2013-09-26 20:09:25 +01:00
Justin Clark-Casey (justincc)
914a92335a
Change some message log levels in Scene.IncomingUpdateChildAgent() for debugging purposes
2013-09-26 20:09:21 +01:00
Robert Adams
2c856f2a60
BulletSim: reduce avatar walking stopped threshold.
...
Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
2013-09-26 20:09:16 +01:00
Robert Adams
3ba1d5259a
BulletSim: zero velocity when avatar not moving.
...
This fixes a movement jitter that happens when an avatar is standing on a
tilted surface.
2013-09-26 20:09:12 +01:00
Justin Clark-Casey (justincc)
0bb8415a69
Make new regions PG by default instead of Mature.
...
This makes scripted object sounds and a few other things play by default instead of having to switch the viewer to adult
This reduces the support burden
2013-09-26 20:09:07 +01:00
Oren Hurvitz
24ab021ea1
UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds.
2013-09-26 20:09:03 +01:00
Justin Clark-Casey (justincc)
882ba74140
For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 teleport protocol even if SIMULATION/0.2 is available.
...
This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
2013-09-26 20:08:49 +01:00
Justin Clark-Casey (justincc)
b675e41d01
minor: Make log message at top of ScenePresence.CompleteMovement info level and comment out later log message in ScenePresence.MakeRootAgent()
...
Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
2013-09-26 20:07:30 +01:00
Justin Clark-Casey (justincc)
c01dea0f6a
minor: Make SP.MakeRootAgent() private - no external code has any business calling this method
2013-09-26 20:07:15 +01:00
Justin Clark-Casey (justincc)
ff08f56937
minor: Stop debug logging whenever an npc is moved, other npc log related formatting cleanups
2013-09-26 20:07:07 +01:00
Justin Clark-Casey (justincc)
5dabecf95d
Revert "Also check user authorization if looking to upgrade from a child to a root agent."
...
This reverts commit c7ded0618c
.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
2013-09-26 20:07:02 +01:00
Justin Clark-Casey (justincc)
689f79fead
Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
2013-09-26 20:06:57 +01:00
Justin Clark-Casey (justincc)
ac2b1497c0
minor: Make config-include .ini files more consistent
...
Chiefly tabs to spaces.
No actual setting changes
2013-09-26 20:06:51 +01:00
Justin Clark-Casey (justincc)
de4d568923
Add [SimulationService] section to GridHypergrid.ini and StandaloneHypergrid.ini
...
This was already in Grid.ini and Standalone.ini
Default settings are same as previously, just introduce a debug ConnectorProtocolVersion parameter
2013-09-26 20:06:47 +01:00
Justin Clark-Casey (justincc)
12a191409e
minor: correct method name in comment
2013-09-26 20:06:42 +01:00
Justin Clark-Casey (justincc)
d1d4dd547a
refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()
...
verb-noun is consistent with other similar methods
2013-09-26 20:06:38 +01:00
Justin Clark-Casey (justincc)
1a55309ea7
minor: Make log message when Scene.IncomingChildAgentDateUpdate() more explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
...
Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
2013-09-26 20:06:32 +01:00
Justin Clark-Casey (justincc)
ee58e3a5a1
Double the time spent waiting for a UseCircuitCode packet in LLUDPServer.HandleCompleteMovementIntoRegion()
...
This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755
With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other
Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails.
There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
2013-09-26 20:06:28 +01:00
Justin Clark-Casey (justincc)
6c2462e410
Change logging to provide more information on LLUDPServer.HandleCompleteMovementIntoRegion()
...
Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet
Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
2013-09-26 20:06:22 +01:00
Justin Clark-Casey (justincc)
b1d43d46bf
Reinstate insertion of "Unknown UserUMMAU4" now, as naive removing may be generating too many repeating user requests from other sources.
...
Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers.
2013-09-20 21:39:30 +01:00
Justin Clark-Casey (justincc)
ccf52d3d9d
Comment out warning about no grid user found in UMM.TryGetUserNamesFromServices() for now
2013-09-20 21:39:26 +01:00
Justin Clark-Casey (justincc)
7a14221754
Fix issue in recent 3f0fa9f7
where the code start adding unknown user cache entries with no name
2013-09-20 21:39:20 +01:00
Justin Clark-Casey (justincc)
d5a3139b05
Reinsert comments about possible race conditions when sending bulk inventory updates on non-flag clothing editing
2013-09-20 21:39:17 +01:00