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Merge branch 'master' into presence-refactor
This merge was very conflicted. I think I got them all, but I can't be sure. I had to merge to master or risk divergence to the point of unmergeability.
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@@ -200,12 +200,6 @@ namespace OpenSim
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plugin.PostInitialise();
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}
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// Only enable logins to the regions once we have completely finished starting up (apart from scripts)
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if ((SceneManager.CurrentOrFirstScene != null) && (SceneManager.CurrentOrFirstScene.SceneGridService != null))
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{
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SceneManager.CurrentOrFirstScene.SceneGridService.RegionLoginsEnabled = true;
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}
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AddPluginCommands();
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}
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@@ -275,31 +269,6 @@ namespace OpenSim
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m_sceneManager.OnRestartSim += handleRestartRegion;
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}
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/// <summary>
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/// Initialises the asset cache. This supports legacy configuration values
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/// to ensure consistent operation, but values outside of that namespace
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/// are handled by the more generic resolution mechanism provided by
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/// the ResolveAssetServer virtual method. If extended resolution fails,
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/// then the normal default action is taken.
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/// Creation of the AssetCache is handled by ResolveAssetCache. This
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/// function accepts a reference to the instantiated AssetServer and
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/// returns an IAssetCache implementation, if possible. This is a virtual
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/// method.
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/// </summary>
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public void ProcessLogin(bool LoginEnabled)
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{
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if (LoginEnabled)
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{
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m_log.Info("[LOGIN]: Login is now enabled.");
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SceneManager.CurrentOrFirstScene.SceneGridService.RegionLoginsEnabled = true;
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}
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else
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{
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m_log.Info("[LOGIN]: Login is now disabled.");
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SceneManager.CurrentOrFirstScene.SceneGridService.RegionLoginsEnabled = false;
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}
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}
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/// <summary>
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/// Execute the region creation process. This includes setting up scene infrastructure.
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/// </summary>
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