| Commit message (Collapse) | Author | Age | Files | Lines |
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out which client connection has closed. So, in multi-region sims, things
can get messy fast.
This introduces a second parameters, which is a Scene object ref. Minor
adjustments to custom modules may be required due to this change.
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get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
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LICENSE.txt.
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non-existing ScenePresence avatar. Also removed trailing white spaces.
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has registered this interface then that handles teleport requests rather the SceneCommunicationService.
As by default there is no ITeleportModule registered, Teleports by default will still be handled by SceneCommunicationService.
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-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
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further ACL stuff:
- adding StrictAccessControl variable: DON'T set this to false if you
want to enforce ACL, it will disable ACLs right now. Default is
true.
once we've got code added to allow child agents but prevent them
from becoming root agents when the ACL denies access to the avatar,
setting this to false will then allow avatars to see into a
neighboring region but not enter it (currently ACL prevent both,
seeing and entering).
- enhancing log statements
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keys to allow caching the new crop of URI identified objects.
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Scene.NewUserConnection()
- adding reason reporting
this enforces estate bans very early on and prevents us from
circulating client objects that we'd then have to retract once we
realize that the client is not allowed into the region
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Opensim.ini to take force
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dropping.
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Don't allow packets to be resent before they have actually been sent for the
first time. Switch from serializing a packet to get it's length to the LibOMV
provided Length property. Fix resend timing. Fix the use of dangling references
to Acked packets. Fix the packet handler to play nice with the packet pool.
Fix the packet pool. Add data block recycling to the packet pool. Packet pool
is now ENABLED by default. Add config option to disable packet and data block
reuse. Add ObjectUpdate and ImprovedTerseObjectUpdate to the packets being
recycled.
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Let gods go to nonpublic estates as well.
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If an avatar is sitting when the client disconnects, the avatar
is not disassociated from the SOG on which (s)he was sat. This
produces any, and varied, effects.
I have updated RemoveCLient in Scene, to check, and stand the
client up immediately prior to disconnect. This seems like the
most robust way to handle the situation. Though in this case
it might be worth factoring out the animations from other
standup processing. It does no harm, but in this case it is
entirely redundant.
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Added support for access control lists.
Scene: Added test to AddNewClient for an entry in the access
list when connecting to a region with limited access.
EstateSettings: Added an HasAccess(UUID) property to test for
an entry in the estate's access list.
RemoteAdmin: Add RPC calls for admin_acl_list, clear, add,
and remove.
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* Have the test scene always return success for session id authentication for now
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added
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authentication (in safemode only) upon CreateChildAgents. All of this for Hypergrid users too. This addresses assorted spoofing vulnerabilities.
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in SceneGraph to fast dictionary lookups.
Includes a regression fix for attachments by myself.
Fixes Mantis #3312
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Interface. (blame prebuild)
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Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
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* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
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as UUIDs
* All existing functionality should be unaffected.
* Database schemas have not been changed.
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* Implement "Add To Outfit"
* Thanks FredoChaplin
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Fixes Mantis #3417
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be fetched from the user's inventory server and rezzed in the region. Added all code necessary to fetch the item and the asset, and rez it inworld. The access to the item is uncap-ed and unverified -- I may place it later either under a cap or with auth verification. But in this model regions don't have the user's inventory, so they would have to guess the item IDs.
Added safemode config to Standalone Hypergrid, similar effect to AllowRegionAccessToInventory in Inventory Server. Everyone should have these vars set to their default values except me!
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(as WebStatsModule was doing)
* Assume that StatsReporter is always present (possibly as a no-op impl) rather than doing null checks
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where it belongs. Better error handling in ScenePresence.CopyFrom.
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agent. This is not used by the regions yet, but it may be a better alternative to transfer agents even when that is done by the regions. The data is still trivial; soon it will have attachments, scripts and script state. Also, authorization tokens still to come. Serialization using OSD/json, as the other methods.
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