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* Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. ↵Diva Canto2012-03-221-4/+37
| | | | Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
* Try to resolve some problems with viewers crashing after hitting parcel ↵Justin Clark-Casey (justincc)2012-02-231-6/+21
| | | | | | | | | | banlines or freezing on the banline. This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
* Fix:Fly setting for Parcel dosen't work ↵PixelTomsen2012-02-191-1/+2
| | | | | | http://opensimulator.org/mantis/view.php?id=5887 Signed-off-by: nebadon <michael@osgrid.org>
* Revert my two quick fixes for the lag issue and put in the real fix, whichMelanie2012-02-051-1/+2
| | | | | is to only write to the database if data was changed. I was writing to the db on every step of every avatar. Sure to give us lag, that.
* Revert "Remove checks on ban list expiry on every move. To be re-added on ↵Melanie2012-02-051-4/+4
| | | | | | parcel" This reverts commit 35f14a262dfa3d9199f554154a63f5f532460f56.
* Revert "Check ban list for a particular parcel only when an avatar moves ↵Melanie2012-02-052-17/+4
| | | | | | into it." This reverts commit 8923ad755d97d5ddb4a29cb6f543b53195f0b461.
* Check ban list for a particular parcel only when an avatar moves into it.Melanie2012-02-052-4/+17
| | | | | This restores functionality remove in the last commit without reintroducing the performance penalty.
* Remove checks on ban list expiry on every move. To be re-added on parcelMelanie2012-02-051-4/+4
| | | | | boundary crossing only as soon as I'm properly awake. This should fix recent performance issues
* Replace ParcelAccessEntry with a new struct, LandAccessEntry, which moreMelanie2012-02-022-26/+62
| | | | | | accurately reflects the data sent by the viewer. Add times bans and the expiration of timed bans. Warning: Contains a Migration (and nuts)
* llGetParcelMusicURL implementation ↵Pixel Tomsen2012-01-251-1/+10
| | | | | | http://wiki.secondlife.com/wiki/LlGetParcelMusicURL Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead ↵Justin Clark-Casey (justincc)2011-12-051-2/+2
| | | | | | | | of OSHttpRequest/OSHttpResponse. This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation. This is also required to write regression tests that involve the HTTP layer. If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-031-1/+1
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-031-1/+1
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-4/+1
| | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* remove mono compiler warningsJustin Clark-Casey (justincc)2011-08-232-2/+2
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* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-9/+9
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-16/+16
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* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-031-37/+32
| | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.
* If a user has the rights to edit a parcel's properties, then also allow them ↵Justin Clark-Casey (justincc)2011-07-021-4/+4
| | | | | | | always to enter that parcel. This is patch http://opensimulator.org/mantis/view.php?id=5567 Thanks Snoopy!
* Get rid of OpenSim.Tests.Common.Setup subpackage in favour of just ↵Justin Clark-Casey (justincc)2011-05-211-1/+0
| | | | OpenSim.Tests.Common instead
* refactor: remove thisObject argument from ILandObject.Get*MaxPrimCount() ↵Justin Clark-Casey (justincc)2011-05-141-7/+8
| | | | instance methods since it didn't make sense to use anything other than the instance themselves.
* Minor doc change to see if this provokes a good panda buildJustin Clark-Casey (justincc)2011-05-141-2/+5
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* When loading an OAR that doesn't have parcels, create a default parcelOren Hurvitz2011-05-141-8/+11
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* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-4/+26
| | | | | This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
* Improve previous ILandObject method doc.Justin Clark-Casey (justincc)2011-04-063-49/+87
| | | | For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
* Add method doc to some land bitmap methods in ILandObject.Justin Clark-Casey (justincc)2011-04-062-18/+48
| | | | Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
* properly refresh object owner list when refresh button is hit on land parcel ↵Justin Clark-Casey (justincc)2011-04-052-9/+14
| | | | object tab
* remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)2011-04-053-105/+27
| | | | | However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place.
* If an object is selected, then don't include it in owner/group/others prim ↵Justin Clark-Casey (justincc)2011-04-051-13/+18
| | | | | | counts. This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
* If land is not group owned (group ID is always UUID.Zero) then don't check ↵Justin Clark-Casey (justincc)2011-04-021-2/+0
| | | | if a prim should be added to the group count
* add test for removing group owned objectsJustin Clark-Casey (justincc)2011-04-021-0/+32
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* add test for adding group object, factor out initial zero counts testJustin Clark-Casey (justincc)2011-04-021-7/+45
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* add remove others object prim count testJustin Clark-Casey (justincc)2011-04-021-0/+23
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* refactor: rename m_dummyUserId to m_otherUserIdJustin Clark-Casey (justincc)2011-04-021-9/+9
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* If the land has no group ownership (it is UUID.Zero) then don't put prims in ↵Justin Clark-Casey (justincc)2011-04-022-2/+23
| | | | | | the group count when they are also not group owned. Also adds simple test for others owned count when an object is added
* If the prim count gets an object with invalid bounds, don't try to count it.Justin Clark-Casey (justincc)2011-03-312-3/+8
| | | | This appears to be the more probable explanation for some failures seen. Either we're counting attachments which are temporarily out of bounds (shouldn't be due to the IsAttachment) check or we're counting scene objects which have out of bounds co-ordinates (seems more likely)
* Put in temporary logging message to find out if scene objects are requesting ↵Justin Clark-Casey (justincc)2011-03-311-4/+5
| | | | land objects for co-ordinates outside the region
* When a new parcel is created, make sure the prim counts are updated.Justin Clark-Casey (justincc)2011-03-301-2/+2
| | | | This is done by tainting the counts where appropriate
* (re)implement selected prim count.Justin Clark-Casey (justincc)2011-03-302-3/+46
| | | | This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
* disable prim count debug logging temporarilyJustin Clark-Casey (justincc)2011-03-291-33/+35
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* move total parcel prim calculations into IPrimCounts instead of doing this ↵Justin Clark-Casey (justincc)2011-03-262-1/+46
| | | | | | in LLClientView need to move selected prim counts from LandData/LMM still
* When an object is duplicated, add the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)2011-03-261-0/+23
| | | | | | | | | well as the basic entities list. Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test. New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future. With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module). More work to do.
* Add test for PCM taint. This currently fails due to unexpected behaviour of ↵Justin Clark-Casey (justincc)2011-03-262-16/+87
| | | | | | SceneGraph.ForEachSOG(). This will be corrected soon. Also adds lots of temproarily debug logging
* Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-252-2/+2
| | | | | | | counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
* Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)2011-03-254-31/+47
| | | | Not functional yet, but tests now act against this object rather than interrogating the module directly
* factor out common test setup code in PCM testsJustin Clark-Casey (justincc)2011-03-231-57/+53
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* extend TestAddOwnerObject() to add a second objectJustin Clark-Casey (justincc)2011-03-231-4/+14
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* Add PrimCountModuleTests.TestRemoveOwnerObject().Justin Clark-Casey (justincc)2011-03-231-1/+38
| | | | Also adds SceneSetupHelpers methods to easily create sogs with different part UUIDs
* refactor: simplify part of AddSceneObject() test setup by moving sog ↵Justin Clark-Casey (justincc)2011-03-231-10/+1
| | | | construction into SceneSetupHelpers.CreateSceneObject()
* use a 3 part object for the pcm test rather than a 1 part, for improved test ↵Justin Clark-Casey (justincc)2011-03-231-10/+14
| | | | coverage