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Merge branch 'master' into varregion
Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
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@@ -908,7 +908,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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// Mimicking LLClientView which gets always set appearance from client.
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AvatarAppearance appearance;
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m_scene.GetAvatarAppearance(this, out appearance);
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OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(), new List<CachedTextureRequestArg>());
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OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(),appearance.AvatarSize, new WearableCacheItem[0]);
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}
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public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args)
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@@ -219,9 +219,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
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// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
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// Warn level because the region cannot be used while logins are disabled
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m_log.WarnFormat(
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"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
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// Putting this out to console to make it eye-catching for people who are running OpenSimulator
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// without info log messages enabled. Making this a warning is arguably misleading since it isn't a
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// warning, and monitor scripts looking for warn/error/fatal messages will received false positives.
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// Arguably, log4net needs a status log level (like Apache).
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MainConsole.Instance.OutputFormat("INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
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}
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m_scene.SceneGridService.InformNeighborsThatRegionisUp(
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@@ -110,6 +110,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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// ScenePresence.SendInitialData() to reset our entire appearance.
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m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
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/*
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m_afMod.SetAppearance(sp, originalTe, null);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
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@@ -125,6 +126,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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// Have to account for both SP and NPC.
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Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
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*/
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}
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[Test]
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@@ -321,9 +323,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
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// Assert.That(
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// npc.AbsolutePosition,
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// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
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m_npcMod.Stand(npc.UUID, m_scene);
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@@ -335,7 +337,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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public void TestSitAndStandWithNoSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// TestHelpers.EnableLogging();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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@@ -353,13 +355,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
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// default avatar.
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// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
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// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
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// We should really be using the NPC size but this would mean preserving the physics actor since it is
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// removed on sit.
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
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m_npcMod.Stand(npc.UUID, m_scene);
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