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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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@@ -636,10 +636,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.InventoryService.UpdateItem(item);
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// this gets called when the agent logs off!
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// If the name of the object has been changed whilst attached then we want to update the inventory
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// item in the viewer.
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if (sp.ControllingClient != null)
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sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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}
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grp.HasGroupChanged = false; // Prevent it being saved over and over
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}
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// else
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@@ -141,13 +141,15 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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foreach (Scene scene in m_Scenes)
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{
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// m_log.DebugFormat(
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// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}",
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// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}",
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// toAgentID.ToString(), scene.RegionInfo.RegionName);
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ScenePresence sp = scene.GetScenePresence(toAgentID);
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if (sp != null && !sp.IsChildAgent)
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{
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// Local message
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
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m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID);
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sp.ControllingClient.SendInstantMessage(im);
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// Message sent
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@@ -159,13 +161,15 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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// try child avatar second
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foreach (Scene scene in m_Scenes)
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{
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// m_log.DebugFormat(
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// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
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m_log.DebugFormat(
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"[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
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ScenePresence sp = scene.GetScenePresence(toAgentID);
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if (sp != null)
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{
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// Local message
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID);
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m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID);
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sp.ControllingClient.SendInstantMessage(im);
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// Message sent
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@@ -174,10 +178,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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}
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}
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
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SendGridInstantMessageViaXMLRPC(im, result);
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m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
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return;
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SendGridInstantMessageViaXMLRPC(im, result);
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}
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private void HandleUndeliveredMessage(GridInstantMessage im, MessageResultNotification result)
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@@ -313,8 +313,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
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}
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}
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else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
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im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
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else if (
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im.dialog == (byte)InstantMessageDialog.InventoryDeclined
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|| im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
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{
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// Here, the recipient is local and we can assume that the
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// inventory is loaded. Courtesy of the above bulk update,
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@@ -149,10 +149,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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lock (m_scenes)
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m_scenes[scene.RegionInfo.RegionID] = scene;
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scene.EventManager.OnLoginsEnabled += OnLoginsEnabled;
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scene.EventManager.OnRegionReady += s => UploadMapTile(s);
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}
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///<summary>
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///
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///</summary>
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@@ -166,21 +165,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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}
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#endregion ISharedRegionModule
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void OnLoginsEnabled(string regionName)
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{
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Scene scene = null;
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foreach (Scene s in m_scenes.Values)
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if (s.RegionInfo.RegionName == regionName)
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{
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scene = s;
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break;
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}
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if (scene != null)
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UploadMapTile(scene);
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}
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///<summary>
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///
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///</summary>
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@@ -129,18 +129,18 @@ namespace OpenSim.Region.CoreModules.World
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switch (cmd[1])
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{
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case "enable":
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scene.LoginsDisabled = false;
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scene.LoginsEnabled = true;
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MainConsole.Instance.Output(String.Format("Logins are enabled for region {0}", scene.RegionInfo.RegionName));
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break;
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case "disable":
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scene.LoginsDisabled = true;
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scene.LoginsEnabled = false;
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MainConsole.Instance.Output(String.Format("Logins are disabled for region {0}", scene.RegionInfo.RegionName));
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break;
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case "status":
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if (scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
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else
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if (scene.LoginsEnabled)
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MainConsole.Instance.Output(String.Format("Login in {0} are enabled", scene.RegionInfo.RegionName));
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else
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MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
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break;
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default:
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MainConsole.Instance.Output("Syntax: login enable|disable|status");
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