| Commit message (Collapse) | Author | Files | Lines |
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read-only files on linux.
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* This allows specific requests to be identified.
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* reduce noisiness of uuid gatherer
* stop bothering to pointless complain about directory tar entries when loading an oar
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* This change starts the script immediately after an object is loaded, rather than waiting till they are all loaded
* This should be okay, but please report any new errors
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Update using statements and prebuild.xml. Also trim trailing whitespace.
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We now build OpenSim.Framework.Archive.dll which aims to contain code
used for archiving various things in OpenSim. Also remove trailing
whitespace.
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* Not actually tested yet though existing code which doesn't require long file names looks fine
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http://opensimulator.org/mantis/view.php?id=3159
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
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properties as before
- prefix private variables with m_ in AssetBase.cs
- related to Mantis #3122, as mentioned in
https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html
- all services will likely need to be upgraded after this commit
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* This is always available at Scene.CommsManager.AssetCache
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* Not fully tested yet and not yet available as an option from the user console
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NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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- trim trailing whitespace
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of passing in a waithandle to the archiver
* This matches the existing OnOarFileLoaded event
* This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
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Adding Oarfileloaded and EmptyScriptCompileQueue event support which
allows (with a module) for programmatic notification of when a region
objects and scripts are up and running after a server start or
load-oar.
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yet apart from not blow up
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archive
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* The async stream method does not yet signal completion to interested calling code
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this patch makes load-oar a bit more tolerant to irrelevant
differences in the oar file format. Directory entries are now ignored
rather than trying to interpret them as files they hold which results
in the load-oar failing. This change makes it easier to manually
modify oar files.
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* This means that you can now save terrain textures, water height, etc.
* Estate settings are not supported
* Older OAR files without these settings can still be loaded
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groundwork.
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fix: region parameter in IRCBridgeModule XmlRpc was check for presence but not actually used...
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XIRCBrigeModule is transient, will merge it with IRCBridgeModule:
extends/refactors IRCBridgeModule to support channel-per-region (if
desired).
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If you use load-oar to transfer region data from one sim to another
then currently inventory items can be left with unknown owner
permission which results in them being no-mod/no-copy for
everyone. The attached patch fixes things up so if the owner uuid does
not exist on the destination system then it assigns ownership (and the
creator for completeness) to the master avatar id. This will make it
much more practical to share copies of regions :-)
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to make scripts loaded from oar start
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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expected filename format
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Scripts can now no longer DOS the user server and there are a lot fewer
gratuitious lookups of user profile data.
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hierarchical rights structure. MasterAvatar: Owner of the region server
(may be null), net gods (users with GodLevel 200), Estate owner
(from database). Look at Opensim.ini.example to enable net gods.
Estate owner will default to master avatar.
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an archive
* if the uuid isn't present, ownership is given to the region's master avatar
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This fixes a sitting problem which popped up on loading regions from
archive and turned out to be caused by the fact that the archiving
mechanisms all preserve the sit-target information that is set in the
object at the time the image is captured. This caused the new region
to pick a sit-target prim that did not correspond to the prim on which
the script was running, so the script's changed event is driven with
an invalid avatar UUID.
I have modified the ArchiveReadRequest class so that any sit information
that survives the archiving process is deleted before the object is
instantiated. This change has just been checked in.
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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information messages
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many were actually located
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post-deserialization changes can be carried out before adding it to a scene
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for now
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deleted by default
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this before (doh)
* Not quite perfect yet
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