| Commit message (Collapse) | Author | Age | Files | Lines |
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AddRegion()
The reference is not guaranteed to be there when AddRegion() is called but will definitely be present at RegionLoaded() if it's going to be present at all.
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llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
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changed owners is rezzed.
This needs to occur after the script is resumed rather than before, when the event is just dropped.
Addresses http://opensimulator.org/mantis/view.php?id=5890 and http://opensimulator.org/mantis/view.php?id=5952
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the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
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Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
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only ever using the root part entry.
This eliminates some pointless memory use.
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visitors at all. On Leaving a sim, save only the changed ones. Don't save
all scripted stuff when leaving a sim.
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Haven't been able to resolve issue where attachments are removed by the viewer on relog on a localhost
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packet per prim. More to come as we change to make use of this.
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handlers for attachments to call public interface and rearranged module file into sections
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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allow attachments to be temporarily turned off.
This is for debugging purposes. Defaults to Attachments Enabled
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all parts, now that we're performing this check in UpdateKnownItem() for other purposes
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itemID is always taken taken from the group's stored item id, and agentID is never used.
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It's not appropriate for code outside the attachments module to call this.
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Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
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itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
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IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
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attachment and npc tests
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variables in different contexts
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rather than abort.
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
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IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
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The second was already being filtered out so this has no user level effect
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This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
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The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
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remove some now duplicated method doc
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This adds an incomplete IScenePresence to match ISceneEntity
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If the inventory service is configured not to allow deletion then these will not disappear from inventory
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stored in the root part's state field.
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pointless duplication of identical values
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
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AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
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object group direct
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