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-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs3
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs12
6 files changed, 34 insertions, 9 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 8532d03..b778389 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -348,9 +348,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
348 348
349 UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager); 349 UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
350 if (UUID.Zero != ospResolvedId) 350 if (UUID.Zero != ospResolvedId)
351 {
351 item.CreatorIdAsUuid = ospResolvedId; 352 item.CreatorIdAsUuid = ospResolvedId;
353
354 // XXX: For now, don't preserve the OSPA in the creator id (which actually gets persisted to the
355 // database). Instead, replace with the UUID that we found.
356 item.CreatorId = ospResolvedId.ToString();
357 }
352 else 358 else
359 {
353 item.CreatorIdAsUuid = m_userInfo.UserProfile.ID; 360 item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
361 }
354 362
355 item.Owner = m_userInfo.UserProfile.ID; 363 item.Owner = m_userInfo.UserProfile.ID;
356 364
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
index 2c0d113..ecd60bd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
@@ -280,7 +280,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
280 string savePath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME); 280 string savePath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME);
281 281
282 m_log.InfoFormat( 282 m_log.InfoFormat(
283 "[INVENTORY ARCHIVER]: Saving archive {0} from inventory path {1} for {2} {3}", 283 "[INVENTORY ARCHIVER]: Saving archive {0} using inventory path {1} for {2} {3}",
284 savePath, invPath, firstName, lastName); 284 savePath, invPath, firstName, lastName);
285 285
286 Guid id = Guid.NewGuid(); 286 Guid id = Guid.NewGuid();
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
index 7927352..e4dad18 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
@@ -259,9 +259,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
259 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, item1Name); 259 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, item1Name);
260 260
261 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1"); 261 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
262
263// We have to disable this check since loaded items that did find users via OSPA resolution are now only storing the
264// UUID, not the OSPA itself.
265// Assert.That(
266// foundItem1.CreatorId, Is.EqualTo(item1.CreatorId),
267// "Loaded item non-uuid creator doesn't match original");
262 Assert.That( 268 Assert.That(
263 foundItem1.CreatorId, Is.EqualTo(item1.CreatorId), 269 foundItem1.CreatorId, Is.EqualTo(userItemCreatorUuid.ToString()),
264 "Loaded item non-uuid creator doesn't match original"); 270 "Loaded item non-uuid creator doesn't match original");
271
265 Assert.That( 272 Assert.That(
266 foundItem1.CreatorIdAsUuid, Is.EqualTo(userItemCreatorUuid), 273 foundItem1.CreatorIdAsUuid, Is.EqualTo(userItemCreatorUuid),
267 "Loaded item uuid creator doesn't match original"); 274 "Loaded item uuid creator doesn't match original");
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2e4c260..b37249d 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -247,8 +247,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
247 else if (m_movementAnimation == "LAND") 247 else if (m_movementAnimation == "LAND")
248 { 248 {
249 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 249 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
250 250 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
251 if (landElapsed <= FALL_DELAY)
252 return "LAND"; 251 return "LAND";
253 } 252 }
254 253
diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs
index 91c25a6..c653e98 100644
--- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs
@@ -62,7 +62,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
62 62
63 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
64 { 64 {
65 m_log.Info("[RegionReady] Initialising"); 65 //m_log.Info("[RegionReady] Initialising");
66 66
67 m_config = config.Configs["RegionReady"]; 67 m_config = config.Configs["RegionReady"];
68 if (m_config != null) 68 if (m_config != null)
@@ -74,8 +74,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
74 } 74 }
75 } 75 }
76 76
77 if (!m_enabled) 77// if (!m_enabled)
78 m_log.Info("[RegionReady] disabled."); 78// m_log.Info("[RegionReady] disabled.");
79 } 79 }
80 80
81 public void AddRegion(Scene scene) 81 public void AddRegion(Scene scene)
@@ -92,7 +92,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
92 m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue; 92 m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
93 m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded; 93 m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded;
94 94
95 m_log.InfoFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName); 95 m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
96 } 96 }
97 97
98 public void RemoveRegion(Scene scene) 98 public void RemoveRegion(Scene scene)
@@ -120,7 +120,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
120 } 120 }
121 121
122 #endregion 122 #endregion
123
124 123
125 void OnEmptyScriptCompileQueue(int numScriptsFailed, string message) 124 void OnEmptyScriptCompileQueue(int numScriptsFailed, string message)
126 { 125 {
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 9c62775..fbbbfdc 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -1987,6 +1987,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1987 1987
1988//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 1988//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
1989// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 1989// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
1990
1991 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
1992 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
1993 // It's perfectly okay when the object is not an active physical body though.
1994 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
1995 // but only if the object is not physial and active. This is important for rotating doors.
1996 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
1997 // scene
1998 if (part.PhysActor != null && !part.PhysActor.IsPhysical)
1999 {
2000 part.ParentGroup.ResetChildPrimPhysicsPositions();
2001 }
1990 } 2002 }
1991 2003
1992 /// <summary> 2004 /// <summary>