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2010-09-27Prevent setting arbitrary groups on your objects.Melanie1-0/+3
2010-09-27Fix build breakMelanie1-37/+38
2010-09-27Quash the region ID on intersim messages. That prevents people from determiningMelanie1-1/+1
another avatars location
2010-09-27if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie1-3/+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.
2010-09-27Restrict inventory items added in a transaction to folder belongingMelanie1-0/+6
to the connected client.
2010-09-26When receiving intersim IM, don't let the spoof protection bombMelanie1-1/+2
2010-09-26Consistency patch: use Path.Combine() instead of + and eliminate the needMelanie3-8/+9
for a trailing slash on exports/
2010-09-26Typo fixesMelanie2-7/+7
2010-09-26adding configurable j2kDecodeCache pathBlueWall4-8/+18
allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
2010-09-26Add configurable path to script engine assembliesBlueWall4-15/+25
Adding ability to place script engine assemblies outside the codebase directories. Uses new [XEngine] option: ScriptEnginesPath = "path_to_assemblies" Signed-off-by: Melanie <melanie@t-data.com>
2010-09-25Prevent spoofing the agent name on text IMMelanie1-1/+2
2010-09-25Fix a minor economy issueMelanie1-1/+4
2010-09-25Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)1-42/+45
This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
2010-09-25Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2-3/+3
made more useful. If a separate UUID parameter is better for the future then this can be added later on.
2010-09-24If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)1-0/+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
2010-09-24Added delay for llSetPrimitiveParams() and llSetLinkPrimitiveParams() ↵Kevin Cozens1-100/+104
functions per the LSL wiki. Signed-off-by: Melanie <melanie@t-data.com> This patch also fixes a large amount of trailing whitespace. While this is beneficial, it should really be in a separate patch that fixes whitespace only. Just good practice.
2010-09-23* One more item for CSharpSqliteTeravus Ovares (Dan Olivares)1-3/+10
* Hopefully this will enable mac people to use SQLite again * Someone cooler then me will need to figure out how to define CSharpSqlite with Mono so the conditional will pick up. * There's also an error that occurs when you first load OpenSimulator under CSharpSQLite that goes away after. * The databases are not byte for byte compatible. Mono.Data.Sqlite is able to read CSharpSqlite made databases but not the reverse way.
2010-09-23* Add CSharpSqlite to prebuildTeravus Ovares (Dan Olivares)12-12/+62
* Use a conditional define to determine whether we're using CSharpSqlite or Mono.Data.Sqlite #if CSharpSqlite using Community.CsharpSqlite.Sqlite; #else using Mono.Data.Sqlite; #endif * Hopefully, this will restore sqlite functionality on a Mac. In visual studio, you can edit the OpenSim.Data.SQLite project, go to the Build tab and enter CSharpSqlite in the box. I'm not sure how to define CSharpSqlite in Mono, someone better at it then me will have to take the job of figuring out the best way to define it in Mono.
2010-09-21Fix a typoMelanie1-3/+3
2010-09-21Refactor script create permission into the perms moduleMelanie2-15/+23
2010-09-21If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2-2/+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.
2010-09-18* Tweaked the LocationTests for maximum coverage.Teravus Ovares (Dan Olivares)2-1/+60
* Added more mundane tests.
2010-09-18* Covered the type converters in SLUtil with unit tests.Teravus Ovares (Dan Olivares)1-1/+57
* Does anyone have an example raw notecard to look at and test the notecard parser?
2010-09-17* More Mundane TestsTeravus Ovares (Dan Olivares)2-0/+198
* SL Util tests of AssetType2ContentType and ContentType2AssetType
2010-09-18Improve the explanative text of migration failuresJustin Clark-Casey (justincc)1-3/+3
When running for the first time, people see migration failures because of sql statements that are trying to move data from old tables (e.g. users). The amended text attempts to calm their nerves.
2010-09-18Clarify help text for use of file paths with console command "create region".Marck1-1/+1
2010-09-18REST Console delivers responses with content type text/xml instead of ↵Marck1-2/+2
text/plain. Non-error responses to requests SessionCommand and CloseSession should use the appropriate content type for their XML data payload.
2010-09-18Add m_syncRoot lock to MapAndArray.ContainsKey(), as discussed with jhurlimanJustin Clark-Casey (justincc)1-2/+3
Though this is actually thread-safe on .net 4.0 and mono today, the .net sdk states that Dictionary instance members are not guaranteed thread-safe
2010-09-18Stop broadcasting non 0/DEBUG ChatTypeEnum.Region messages to all avatarsJustin Clark-Casey (justincc)1-3/+1
This allows non public/debug region wide messages to be sent to scripts but not be broadast to avatars
2010-09-18Move OpenSim/Framework/tests/PrimeNumberHelperTests.cs to ↵Justin Clark-Casey (justincc)1-0/+0
OpenSim/Framework/Tests/PrimeNumberHelperTests.cs I'm assuming the lowercase tests was a mistake. Please revert if it actually wasn't
2010-09-17For all Flotasm group module XMLRPC calls, correct parameter ↵Justin Clark-Casey (justincc)1-9/+2
requestingAgentID to RequestingAgentID This was stopping the get group member roles call from working, and may have affected other things
2010-09-17* Fixed and re-enabled CacheTestsTeravus Ovares (Dan Olivares)3-15/+166
* Added MundaneFrameworkTests.cs for the really mundane tests like testing properties,constructors, etc in OpenSim.Framework. * Fixed LeftAxis and UpAxis unpacking from OSD to AgentPosition (copy and paste error caught while writing mundane test) (Good thing nobody uses the camera frustum from remote regions yet)
2010-09-17Applying the llParseString2List() patch from #5036 that Melanie claims was ↵John Hurliman1-81/+22
already applied
2010-09-17* Add a few more tests to help our meager code coverage %.Teravus Ovares (Dan Olivares)2-0/+242
* Tests Animation Constructors * Tests Animation OSD Packing/Unpacking * Tests the PrimeNumberHelper class which is used in the cache.
2010-09-17Send kill packets for avatars, tooMelanie1-0/+4
2010-09-17Revert "* Changed 11 calls for session info to the more optimized API method"root4-37/+109
This reverts commit 5dc9ea2f2487804d788b4b80d40d91bd792de4c2. Also makes online indicators and IM more robust
2010-09-16Fixed a regression in SOG.Copy()John Hurliman1-1/+1
2010-09-16Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman32-1204/+1057
MapAndArray collection
2010-09-17Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)1-22/+21
2010-09-17Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)3-2/+17
Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
2010-09-16Removing debugroot1-1/+0
2010-09-16JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root4-1/+40
2010-09-16minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-3/+3
2010-09-15extend m_entityUpdates.SyncRoot lock in LLClientView.ProcessEntityUpdates() ↵Justin Clark-Casey (justincc)1-49/+49
to reduce scope for kill/update race conditions This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks However, evidence suggests that there is still a kill/update race somewhere
2010-09-15rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)4-4/+4
code readability
2010-09-15Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)1-15/+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
2010-09-14Fix the aboveMelanie1-4/+3
2010-09-14Allow to place the connection strings and providers for estate and regionMelanie2-0/+16
in their oqn sections, for those of us who don't want a catch-all DatabaseService section.
2010-09-14Remove long unused Region/Framework/ThreadTrackerJustin Clark-Casey (justincc)1-46/+0
All methods had already been deleted, only GetThreads() was left
2010-09-14Fix "show threads" to show threads now being managed by ↵Justin Clark-Casey (justincc)2-18/+22
OpenSim.Framework.Watchdog