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* Prevent setting arbitrary groups on your objects.Melanie2010-09-271-0/+3
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* Fix build breakMelanie2010-09-271-37/+38
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* if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie2010-09-271-3/+11
| | | | | | Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors.
* Restrict inventory items added in a transaction to folder belongingMelanie2010-09-271-0/+6
| | | | to the connected client.
* Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-252-3/+3
| | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-251-10/+0
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-212-2/+41
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| * | Refactor script create permission into the perms moduleMelanie2010-09-211-10/+0
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* | | If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)2010-09-241-0/+7
| |/ |/| | | | | | | | | | | then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977
* | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-212-2/+41
|/ | | | | | | | scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
* Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-162-1/+29
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| * Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)2010-09-171-22/+21
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| * Removing debugroot2010-09-161-1/+0
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| * JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-163-1/+31
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-1612-943/+682
|/ | | | MapAndArray collection
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-153-3/+3
| | | | code readability
* Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+17
| | | | | | | | scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
* Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | This can get very spammy with regularly changing objects. Please uncomment if required.
* minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2010-09-132-0/+6
| | | | various points in the main scene loop and associated methods
* Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)2010-09-131-10/+0
| | | | being migrated to AttachmentsModule
* minor: Clean up log messages generated when an item is attachedJustin Clark-Casey (justincc)2010-09-131-9/+3
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* MergedJohn Hurliman2010-09-1216-72/+99
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| * Formatting cleanup.Jeff Ames2010-09-1216-74/+74
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| * Add copyright headers.Jeff Ames2010-09-121-0/+27
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-125-37/+77
|/ | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Shuffling fields and properties around in Scene to make Scene.cs more readableJohn Hurliman2010-09-111-138/+124
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* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-113-4/+4
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* Made it impossible to create a user with names containing spaces and ↵randomhuman2010-09-101-2/+3
| | | | prevented passwords from being echoed after enter is pressed.
* Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-103-58/+35
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* First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-107-344/+219
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-083-3/+10
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| * * Cache null account responses in the SimianUserAccountServiceConnector to ↵John Hurliman2010-09-071-1/+3
| | | | | | | | | | | | avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
| * Make sure unlinked child prims get persistedMelanie2010-09-071-0/+5
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-071-2/+2
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| * | Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-076-42/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* | | If a scene object part UUID is changed (only possible when not in a scene), ↵Justin Clark-Casey (justincc)2010-09-072-2/+11
| |/ |/| | | | | then adjust the inventory items to point to the new uuid as well
* | minor: comment out some excessive test loggingJustin Clark-Casey (justincc)2010-09-071-1/+1
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* | Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-076-42/+58
|/ | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* Add test that checks correct persistence when an unlink is quickly followed ↵Justin Clark-Casey (justincc)2010-09-061-9/+40
| | | | | | by deletion of a linked part This test is temporarily not running since it currently fails due to a bug in this area
* Make console backup command do a forced backup rather than non-forcedJustin Clark-Casey (justincc)2010-09-062-6/+1
| | | | Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
* extend TestNewSceneObjectLinkPersistence() to check for presence of non-root ↵Justin Clark-Casey (justincc)2010-09-061-2/+3
| | | | linked prim
* Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2010-09-067-21/+78
| | | | | Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
* Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, becauseMelanie Thielker2010-09-061-1/+25
| | | | modules need to see it (Search!) even if it comes in via CAPS
* Logout the presence if client IP verification fails.Diva Canto2010-09-041-0/+2
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* Move code that allows llGiveInvetory() to move item into appropriate system ↵Justin Clark-Casey (justincc)2010-09-041-8/+40
| | | | | | | folder up from connectors into Scene.Inventory.cs This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors. Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
* Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)Justin Clark-Casey (justincc)2010-09-041-8/+27
| | | | The agentID in AddInventoryItem(UUID agentID, InventoryItemBase item) is redundant since it's contained in item.Owner, and it doesn't make sense for agentID != item.Owner, hence the method is deprecated.
* Fix an issue with rezzing scripted objects.Melanie Thielker2010-09-031-2/+2
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* Remove commented code and the comment, as the change has proven outMelanie Thielker2010-09-021-3/+0
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* Experimentally comment the sending of unbaked avatarsMelanie Thielker2010-09-021-1/+3
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