| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/TaskInventoryItem.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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Uses new IEntityInventory.TryGetScriptInstanceRunning()
Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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Conflicts:
CONTRIBUTORS.txt
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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object is attached from the scene.
Enables previously disabled regression test.
Based on SingpostMarv's patch in http://opensimulator.org/mantis/view.php?id=6302 but I prefer a simpler approach that does not expose a resume scripts option right now.
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This reveals that the event is not being fired when an object is attached from ground, which is incorrect.
This check is temporairly disabled.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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GridConnectorsTests and ArchiverTests.
Remove unrelated compile warning from AttachmentsModuleTests.
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Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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It seems that the mono 2.10.8.1 doesn't choke on this but for some reason 2.4.3 fails.
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start of script rather than just the script status reported by SOG.ContainsScripts()
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correct running status on a re-rezzed attachment
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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update the name if this has been changed whilst attached.
Note, this behaviour appears to be at variance with the ll grid as of Tues 17 July 2012, testing with viewer 3.2.1.
The item name in inventory does not change either at the point of detach or after a relog.
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item is updated.
This doesn't seem to make any sense and probably stems from a period when this code was directly involved in attaching objects directly from the scene.
This message is already being sent by InventoryAccessModule code instead.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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currently only checks for the presence of script items, not for started scripts
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Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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the scene graph
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AttachObject() for better code comprehension
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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matches out fromItemID on detach, go through the agent's attachment sog list instead.
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RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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AttachmentsModule.
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confined to a single test if it's turned on.
This involves making test classes inherit from a common OpenSimTestCase.
This will be applied to more classes as required.
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local variables
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