Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution.
Also some config changes:
OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists).
Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll).
So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
Like, I removed the Obsolete from the old caps method as at this time not all caps calls can use the new Caps stream method as it doesn't properly deal with LLSD Arrays.
Now down to 3 warnings on the events in IClientAPI and for now I think we have to live with them as I think most of those events will be used.
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
*ParcelManager's resetSimParcels does not set any default values.
*Updated ParcelData with correct defaults previously set in resetSimParcels
*Region overrides are now sent to viewer instead of dummy'd
**Parcels within selection now join and not the two parcels selected at each corner
*Created OnSignificantClientMovement event that is triggered when an avatar moves more than 2 meters.
*Significant movement (currently set to 2 meters of movement for performance reasons, even though its speedy) and initial login now sends parcel updates
*Reenabled estate manager; remember, the master avatar is the only one that can use this (by default: Test User with password 'test')
*Still working on readding support for updating parcel information when logging in or moving into a new parcel