The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement.
This may be particularly important for GDI+ objects since they encapsulate native code entities.
If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes.
Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107
I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed
This appears to be a regression from back in commit db91044 (Mon Aug 22 2011) where we started to send TaskInventoryOffered msg dialog rather than InventoryOffered dialog.
This is probably correct, but failed because the bucket was too large and because we wouldn't have handled the TaskInventoryDeclined option anyway.
This patch handles both of these and make llGiveInventoryList() use TaskInventoryOffered as well
Fixes http://opensimulator.org/mantis/view.php?id=6089
Note, this behaviour appears to be at variance with the ll grid as of Tues 17 July 2012, testing with viewer 3.2.1.
The item name in inventory does not change either at the point of detach or after a relog.
This doesn't seem to make any sense and probably stems from a period when this code was directly involved in attaching objects directly from the scene.
This message is already being sent by InventoryAccessModule code instead.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
This was causing 2 copies of the module to be created for each scene.
Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded)
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.