This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
Also adds password check to some functions where this was missing and fixes some parameter checking.
This is a patch from http://opensimulator.org/mantis/view.php?id=5715 with a few small unrelated spacing tweaks from me.
Thanks Michelle Argus.
The method LoadRegionsPlugin.LoadRegionFromConfig was no longer being referenced from anywhere, so I removed it. It's function has apparently been taken on by the PostInitialise of that module.
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.