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2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-2665/+0
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!
2009-02-04Added a ForceSceneObjectBackup method to Scene, which as it says forces a ↵MW1-0/+4
database backup/update on the SceneObjectGroup. This is now called at the beginning of DeRezObject, so we know the database is upto date before we attempt to delete a object. Fix Mantis #1004 Which happened because Database backups don't happen if a object is still selected, so when you select a part in a link-set and then unlink it and then delete it, all without unselecting the prim at all. The unlink changes never get updated to the database. So then when the call to delete the prim from the database happens, which is called with the SceneObjectId. That SceneObjectId is never found, as the database still has that prim as part of another link set. It is possible that these changes might have to be reverted and for us to find a different method of fixing the problem. If the performance overhead is too high or it causes any other problems.
2009-02-04- add OpenSim.Framework.AssetMetadata class. AssetBase is now composed of itMike Mazur1-92/+92
- trim trailing whitespace
2009-01-21* refactor: Extract caps related code from scene and put into a region moduleJustin Clarke Casey1-2/+2
* No functional changes in this revision
2009-01-19Correct energy calculation to include the mass of the object.idb1-1/+1
Fixes Mantis #3006
2009-01-19* Progressive texture patch + PriorityQueue put into the LLClient namespace.Teravus Ovares1-69/+68
* Updates LibOMV to r2362
2009-01-18Moved applying an impulse to a newly rezzed object to minimise the delay ↵idb1-1/+6
getting the object moving.
2009-01-12Cause permissions on root prims to not override folded permissions anymoreMelanie Thielker1-4/+10
Fix propagation of folded permissions from object inventory to agent inventory.
2009-01-10Revert progressive texture patch from r8001 until issues can be addressedDahlia Trimble1-69/+70
2009-01-10Thanks jhurliman for a patch that implements progressive texture downloading ↵Dahlia Trimble1-1/+0
- Mantis #2655
2008-12-30* Remove mono compiler warningsJustin Clarke Casey1-8/+1
* Leaving the 23 warnings in ChildAgentDataUpdate.cs for Diva to look at
2008-12-28Revamp the return logic to close a privilege escalation loophole.Melanie Thielker1-46/+143
Estate owner / Master avatar returns would place the item in the returner's inventory rather than the owner's if the owner was not in sim.
2008-12-17Fix attachment persistence which got broken with some inventoryMelanie Thielker1-1/+6
changes a few revs back.
2008-12-17* Implement 'Save Object Back to My Inventory'. On the Linden client this ↵Justin Clarke Casey1-60/+110
is in the Tools menu available when editing an object * This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed object.
2008-12-15Attempt at restoring inventory access after TPs/crossings. RemoveClient in ↵diva1-1/+5
Scene was being too aggressive at nixing the user out of the cache. We're now relying on NeedSceneCacheClear to decide whether to nix it or not. All other mods in other files are for better debugging messages.
2008-12-15* minor: method documentation and miscellaneous tidyJustin Clarke Casey1-20/+24
2008-12-14Make scripted item and folder gives pop up a "accept, decline" messageMelanie Thielker1-7/+12
and allow deletion of the just received item.
2008-12-11* refactor: Stop exposing InventoryFolderImpl.SubFolders publiclyJustin Clarke Casey1-3/+7
2008-12-11Make object return actually use the CanReturnObject permission, rather thanMelanie Thielker1-9/+3
the CanDelete one.
2008-12-09* minor: remove some old logging messagesJustin Clarke Casey1-2/+4
2008-12-05Allow no-copy attachments to be worn without losing themMelanie Thielker1-3/+7
2008-12-04* Put in the code necessary to allow inventory transfer of whole folders ↵Justin Clarke Casey1-4/+115
(and their contents) between agents, not just single items * However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
2008-11-29Start scripts in attachments only after a successful attach. ElimininateMelanie Thielker1-2/+3
a gratuitious asset fetch when region crossing.
2008-11-28* refactor: Replace derez destiation magic numbers with an enumerationJustin Clarke Casey1-19/+19
2008-11-28Reinstate a check that i overzealously removed. Permissions are not slammedMelanie Thielker1-1/+1
without owner change anymore
2008-11-27Unconditionally set the slam bit oon all object to agent inventory transfers.Melanie Thielker1-1/+1
Closes a possible exploit with prims containing other prims
2008-11-24* Swaps Scene.Entities Dictionary for EntityManager.Adam Frisby1-1/+1
* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values'). * Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
2008-11-21Refactor: Scene.ExternalChecks -> Scene.Permissions. Also make allMelanie Thielker1-33/+33
the internals of the permissions module adapter sane
2008-11-21* refactor: Rip out SOP inventory from the partial into a separate classJustin Clarke Casey1-20/+20
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life * A proper inventory interface to follow * Parallel changes for other inventory partial classes to follow at a later date
2008-11-21Fully implement object return from the parcel dialogMelanie Thielker1-136/+8
2008-11-19Reverting the texture sending patch and the new libOMV. This makes thisMelanie Thielker1-0/+1
release a direct descendant of the stable 7364, with all the features and none of the issues. This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373 r7372 r7370 r7369 r7368 r7367 r7366
2008-11-19Fix deleting object that have been persisted already from the DBMelanie Thielker1-1/+2
2008-11-18Patch from jhurliman. Fixing the texture decoding issues in progressiveMelanie Thielker1-1/+0
texture sending. Grain of salt not included.
2008-11-17Set group on newly rezzed objects to the rezzer's (or rezzing object's)Melanie Thielker1-0/+3
group
2008-11-17* minor: eliminate propogation of now unused permissionToDelete flagJustin Clarke Casey1-3/+1
2008-11-17* Fix probable partial breakage of delete to inventory in last commitJustin Clarke Casey1-5/+1
* Not nulling out parts and the root part allows the code to be simplified
2008-11-17* Stop nulling SOG.m_rootPart and parts on object deletionJustin Clarke Casey1-2/+2
* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts will not be sent to the client * This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation * Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP * Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
2008-11-16Make return object actually use the return object permissionsMelanie Thielker1-1/+1
2008-11-15Update svn properties, minor formatting cleanup.Jeff Ames1-2/+2
2008-11-14Add group permissions to agent inventory.Melanie Thielker1-8/+23
Contains a migration. May contain nuts. Please back up your inventory data store. This revision changes the interface version!! No older regions can connect to these new UGAIM, and the new regions can't connect to the old UGAIM. Fixes a long-standing issue of permissions loss Currently persisted on MySQL only.
2008-11-14Reapplying a revised version of Christopher Yeoh's (IBM) patch for allowMelanie Thielker1-6/+13
inventory drop. Also adds a new flags, "propagate_permissions" to OpenSim.ini to control that feature.
2008-11-14* Hook up create new object event in the permissions moduleJustin Clarke Casey1-1/+1
* Switch default for serverside_object_permissions from false to true - it seems more natural that we enforce permissions by default rather than not! * Add some explanation in OpenSim.ini.example for serverside_object_permissions
2008-11-14reverting #7295, as it still fails a test case (as pointed out veryDr Scofield1-12/+6
kindly by sean) --- lesson learned: just running a "make test" is not sufficient, you need to precede it by a "make clean".
2008-11-14From: Christopher Yeoh <cyeoh@au1.ibm.com>Dr Scofield1-6/+12
This patch makes llAllowInventoryDrop work with the permissions module enabled. Changes include: - Enabled PropagatePermissions when permissions module serverside perms is on - change ownership of item when item is dropped into an object. Ownership changes to the owner of the object the item is dropped into - propagation of permissions if the permissions module enabled (eg next-owner mask applied) - CHANGED_ALLOWED_DROP is now passed to the change script event if an item was allowed to be dropped into the object only because llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being passed). - Sets object flags correctly when llAllowInventoryDrop is called so clients are notified immediately of the change in state. Am not sure that calling aggregateScriptEvents is the right way to do it, but it works and seems to be the only way without making further changes to update LocalFlags
2008-11-13* Rename all the previous methods to be User rather than Avatar (for extra ↵Justin Clarke Casey1-1/+1
bonus points) public bool ExternalChecksCanCreateUserInventory(int invType, UUID userID) public bool ExternalChecksCanCopyUserInventory(UUID itemID, UUID userID) public bool ExternalChecksCanCopyUserInventory(UUID itemID, UUID userID) public bool ExternalChecksCanDeleteUserInventory(UUID itemID, UUID userID)
2008-11-13* Add Justin Clarke Casey1-9/+9
public bool ExternalChecksCanCreateAvatarInventory(int invType, UUID userID) public bool ExternalChecksCanCopyAvatarInventory(UUID itemID, UUID userID) public bool ExternalChecksCanCopyAvatarInventory(UUID itemID, UUID userID) public bool ExternalChecksCanDeleteAvatarInventory(UUID itemID, UUID userID) to ExternalChecks to handle avatar inventory checks (as opposed to object inv checks). * opensim-dev e-mail to follow concerning this shortly
2008-11-13* refactor: rename object inventory permission checks to distinguish between ↵Justin Clarke Casey1-1/+2
task inventory and agent inventory
2008-11-13Make scripts in objects rezzed from script compile synchronously to closeMelanie Thielker1-1/+1
a timing gap. Still not 100%, but getting there
2008-11-13* First part of a series of patchesJustin Clarke Casey1-12/+12
* Intension is to provide a way to lock down script creation to administrators/gods only * Defaults will remain as they are at the moment
2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey1-3/+4
SceneGraph to make it more descriptive of its intended function