aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* Mantis #2621: Thanks idb, for a patch that will persist regularily changed ↵Homer Horwitz2008-11-152-18/+72
| | | | | | | | | | | objects better. Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds after the last change, but latest MaximumTimeBeforePersistenceConsidered after the first change (both are configurable in OpenSim.ini.example and are set to 60 and 600 as default).
* Prevent NRE if you do a llSetStatus(STATUS_ROTATION...) on an object that ↵Homer Horwitz2008-11-151-2/+5
| | | | isn't physical.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-11-152-3/+3
|
* * test: Add scene root agent test stub, since I'll be picking up with ↵Justin Clarke Casey2008-11-142-1/+80
| | | | something else the next time I start coding on OpenSim
* * refactor: Have the entity list tests use the infrastructure method rather ↵Justin Clarke Casey2008-11-141-15/+2
| | | | than cut n paste
* * Move test scene construction infrastructure methods to a separate class ↵Justin Clarke Casey2008-11-143-43/+83
| | | | for future common use
* Add group permissions to agent inventory.Melanie Thielker2008-11-143-8/+28
| | | | | | | | | | 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.
* Try to make the test pass againMelanie Thielker2008-11-141-1/+1
|
* Reapplying a revised version of Christopher Yeoh's (IBM) patch for allowMelanie Thielker2008-11-143-19/+54
| | | | | | | inventory drop. Also adds a new flags, "propagate_permissions" to OpenSim.ini to control that feature.
* * Hook up create new object event in the permissions moduleJustin Clarke Casey2008-11-141-1/+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
* Detach dropped attachments from the scene presence so they don't get cleanedMelanie Thielker2008-11-141-0/+5
| | | | | | on logout
* reverting #7295, as it still fails a test case (as pointed out veryDr Scofield2008-11-143-51/+20
| | | | | | | | kindly by sean) --- lesson learned: just running a "make test" is not sufficient, you need to precede it by a "make clean".
* From: Christopher Yeoh <cyeoh@au1.ibm.com>Dr Scofield2008-11-143-20/+51
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Lots of experimentation yielded a fair approximation of a hip offset from theMelanie Thielker2008-11-141-1/+8
| | | | | | | | physical center of an avatar, for display purposes. This should keep the avatar feet above ground visually in most cases. Tweaked for both height extremes and various leg lengths. Improvements welcome
* * Rename all the previous methods to be User rather than Avatar (for extra ↵Justin Clarke Casey2008-11-132-45/+45
| | | | | | | | | | | 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)
* * Add Justin Clarke Casey2008-11-132-11/+150
| | | | | | | | | | | 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
* * refactor: rename object inventory permission checks to distinguish between ↵Justin Clarke Casey2008-11-132-32/+47
| | | | task inventory and agent inventory
* Make scripts in objects rezzed from script compile synchronously to closeMelanie Thielker2008-11-131-1/+1
| | | | | | a timing gap. Still not 100%, but getting there
* * First part of a series of patchesJustin Clarke Casey2008-11-132-14/+14
| | | | | | | * Intension is to provide a way to lock down script creation to administrators/gods only * Defaults will remain as they are at the moment
* Mantis#2597. Thank you kindly, Idb for a patch that:Charles Krinke2008-11-131-0/+10
| | | | | | | Solves the problem of changes to objects not persisted on server shutdown.
* * Rename scene tests to scene object tests since that is what they are ↵Justin Clarke Casey2008-11-121-2/+2
| | | | actually concerned with
* * test: Add basic synchronous object remove testJustin Clarke Casey2008-11-122-5/+11
|
* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-125-103/+115
| | | | SceneGraph to make it more descriptive of its intended function
* * Stop the pointless passing of a scene's own region handler back to it in ↵Justin Clarke Casey2008-11-122-116/+101
| | | | | | | | region comms * Some scene methods ignored it, others did nothing if the region handler given did not match their own (which would never be triggered)
* * Stop locking the scene presences dictionary for the entire agent crossing ↵Justin Clarke Casey2008-11-121-12/+20
| | | | | | | | | part of the login sequence * This may alleviate a little the freezing experienced by existing avatars when a new client logs in * Race condition risks look minimal since one wouldn't expect another thread to start fiddling with that presence
* Revamp inventory transfer module, step 1. Inventory will now be saved ifMelanie Thielker2008-11-121-10/+21
| | | | | | | | destination user is offline/out of range. No more eternal cache is needed for tracking IDs. Code cleanup. Removed some casts from IScene to Scene. Decline now properly places item in trash rather than deleting it outright.
* Add the missing bits that got lost in the prim clamping commit. This shouldMelanie Thielker2008-11-121-0/+17
| | | | | | actually make it work
* * Create TestScene to get at the async object deleter for use in a future testJustin Clarke Casey2008-11-113-3/+58
|
* * Put an Enabled switch on the async object deleter for future testing purposesJustin Clarke Casey2008-11-113-3/+21
|
* Prevent pieces from other people's HUDs from displaying at the center ofMelanie Thielker2008-11-111-1/+2
| | | | | | every user's HUD
* minor: refactor some SceneTests code for future testsJustin Clarke Casey2008-11-111-7/+24
|
* * Implement basic region filtering as described in ↵Justin Clarke Casey2008-11-111-0/+1
| | | | | | | | | | | | https://lists.berlios.de/pipermail/opensim-dev/2008-November/003468.html * This is done by sending a 'major interface version' number on sim registration. Developers must increment this every time they make a change that would make the previous OpenSim revision failure incompatible with the new one (non-fatal incompatibilities are fine). * This number resides in OpenSim.Framework.Servers.VersionInfo.MajorInterfaceVersion * This allows the grid service to stop older, incompatible regions from connecting
* Mantis#2604. Thank you kindly, Diva for a patch that:Charles Krinke2008-11-111-4/+10
| | | | | | | | | | This patch changes a couple of methods in Scene.Inventory to virtual, so they can be overridden in subclasses. DeleteToInventory now returns the UUID of the newly created asset, so that further actions on it can be pursued in subclasses. This will make my life easier for making inventory accessible in the hypergrid.
* Add ClampPrimSize option to ensure no prim can exceed the set size. ThisMelanie Thielker2008-11-111-0/+2
| | | | | | | | will allow people who don't want megaprims in their sim to prevent them from being created. Any prim rezzed or pulled across the border will be clamped to the size specified in OpenSim.ini if this option is set.
* Fix a nullref in attachment packingMelanie Thielker2008-11-111-0/+7
|
* Update svn properties, minor formatting cleanup.Jeff Ames2008-11-111-5/+6
|
* * Remove mono warningsJustin Clarke Casey2008-11-101-32/+9
| | | | | | * Remove duplicate test part
* * refactor: clean up SOG xml2 reloading to reuse more codeJustin Clarke Casey2008-11-102-13/+4
|
* Restore the independent LocalID numbering for avatars. Fixes an issue whereMelanie Thielker2008-11-102-1/+12
| | | | | | | it becomes impossible to cross back into a region you came from, or freeze several seconds after region crossings.
* * refactor: Make xml (orig format) loading method reuse existing set root ↵Justin Clarke Casey2008-11-101-9/+15
| | | | | | | | part method * miscellaneous doc/log message changes
* fix unit tests use SetRootPart nowSean Dague2008-11-101-3/+3
| | | | | From: Sean Dague <sdague@gmail.com>
* make things compile, but the test still fails because of the root partSean Dague2008-11-101-3/+0
| | | | | changes
* Lock tests on EntityList.cs, multithreaded object additionSean Dague2008-11-102-1/+290
| | | | | | | and removal. From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
* * minor: remove useless exception catchJustin Clarke Casey2008-11-102-10/+2
|
* * refactor: Expose SOG.SetRootPart for outsiders to use rather than setting ↵Justin Clarke Casey2008-11-102-7/+7
| | | | | | | | RootPart and adding the part separately * Make RootPart read only
* * Take out the 1 second sleep debugging line in ScenePresenceJustin Clarke Casey2008-11-101-1/+0
|
* * Refactor the callers of SOG.SetPartAsRoot() to use common codeJustin Clarke Casey2008-11-101-31/+18
|
* * Extend basic scene test to retrieve the object from the scene and match uuidsJustin Clarke Casey2008-11-105-63/+28
| | | | | | | * Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
* Keep dropped prims from being temp-on-rez and getting cleaned upMelanie Thielker2008-11-101-0/+1
|
* From: Christopher Yeoh <cyeoh@au1.ibm.com>Sean Dague2008-11-101-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch addresses mantis bug 2576. http://opensimulator.org/mantis/view.php?id=2576 Briefly, if you call llDie from many scripts at the same time (say a build is cleaning up excess objects) then OpenSim deadlocks. Avatars are unable to move, and whilst the console is active you can't do much without it also locking up. This only occurs with the XEngine script engine enabled. I have attached a patch which works, but I'm not sure its the right way to address the problem. The fundamental problem is that a lock on a SceneObjectGroup's m_parts is taken when the object is deleted, a callback to the script engine occurs and a fair way down the callchain, potentially there are locks taken on several other SceneObjectGroup's m_parts. Deadlock then occurs if you get unlucky enough to get in the situation where with several llDie's are called and SceneObjectGroups have taken a lock on their own m_parts, and end up waiting on each other's locks to become available. The patch adds a lock at a high level so that that the removal of script instances from an object only occurs once per scene at a time. This avoids the potential of deadlock. Theoretically there could be some performance hit but AFAICT the path taken is not a common occurrence. Would welcome any suggestions for a better solution, otherwise feel free to apply :-) Note this patch was built against the 0.6.0 freeze as trunk was rather broken for me this morning (creating a script killed the client connection).