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* Allow region modules to know which agents actually receive chatJustin Clark-Casey (justincc)2010-10-221-0/+35
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* Make SImStatsReporter pick ObjectCapacity striaght out of region infoMelanie2010-10-212-9/+3
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* * remove some spurious debug infoJonathan Freedman2010-10-201-0/+2
| | | | | | * The last 4 commits are a patch from otakup0pe that's supposed to make URLs better somehow in an effort to make it easier to do hypergrid (I think).. But as it seems that I'm the only one who was able to apply the patch.. and I looked it over and it doesn't look like it breaks anything via the diffs.. I'll sign off on it. Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
* It looks like Vector3s also got written down in lower case at some point in ↵Diva Canto2010-10-191-3/+3
| | | | | | time. Added code to account for that. 17:45:59 - [SceneObjectSerializer]: exception while parsing SitTargetPosition: System.Xml.XmlException: Expecting X tag from namespace , got x and instead Line 1, position 2838.
* Another take related to the previous commit.Diva Canto2010-10-191-13/+17
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* Added code to quaternion deserialization to try to cope with an exception ↵Diva Canto2010-10-191-4/+15
| | | | | | seen in Wright Plaza related to SitTargetOrientation. 17:23:05 - [SceneObjectSerializer]: exception while parsing SitTargetOrientation: System.Xml.XmlException: Expecting X tag from namespace , got w and instead Line 1, position 30064.
* Added TextureAnimation and ParticleSystem to serialization.Diva Canto2010-10-191-0/+27
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* COmmented the wrong line instead, now I commented them all to be on the safe ↵Melanie2010-10-191-2/+2
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* Comment a spammy debug message in the serializerMelanie2010-10-191-1/+1
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* Deleted all [XmlIgnore] from SOP, since those are meaningless now.Diva Canto2010-10-172-58/+58
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* .NET automagical serialization of SOPs replaced by manual serialization ↵Diva Canto2010-10-172-59/+21
| | | | across the board.
* Made OARs use the new serialization procedure. (TPs/crossings still on the ↵Diva Canto2010-10-152-120/+153
| | | | old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.
* Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems ↵Diva Canto2010-10-142-105/+164
| | | | to be generating xml's that are successfully parsed. Needs more testing.
* Added SOP.MediaUrl and Shape.Media to the deserializationDiva Canto2010-10-131-204/+14
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* Comment a debug message so that it doesn't spew the console upon ↵Diva Canto2010-10-131-1/+1
| | | | encountering unknown xml elements.
* New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for ↵Diva Canto2010-10-132-7/+1381
| | | | load oar and load xml2, but not for packing objects on crossings/TPs yet.
* Change the part for sound playback to be the root part / object UUID insteadMelanie2010-10-101-8/+8
| | | | of the child prim because using the child prim plain doesn't work.
* Guard against locking a nullref to avoid build breakMelanie2010-10-081-0/+3
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* Change the order of actions to address a possible nullrefMelanie2010-10-081-3/+2
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* Fix autoreturn to not return zero objectsMelanie2010-10-071-6/+2
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* Plumb the path for multiple object deletesMelanie2010-10-064-40/+18
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* Formatting cleanup.Jeff Ames2010-10-043-4/+4
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* I really have to say it again and again: e.Message is NOT enough data forMelanie2010-10-031-2/+1
| | | | | | troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p
* Fix an inventory fetch issueMelanie2010-09-301-0/+3
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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