| Commit message (Collapse) | Author | Age | Files | Lines |
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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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AvatarFactoryModule.Initialize()
This is never null
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5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
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It's not appropriate for code outside the attachments module to call this.
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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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m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669
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IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
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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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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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This adds an incomplete IScenePresence to match ISceneEntity
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
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object group direct
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DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
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to help with the inconsistent state bug.
This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
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addition to the hardcoded ones.
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llRegionSay will now message avatars on chan 0
and will message attachments on the avatar that
listen on channels other than 0.
This behavior is consistant with the LL
implementation as tested on regions in Agni
with one exception: this implementation does
not include issue:
https://jira.secondlife.com/browse/SCR-66?
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llRegionSayTo(key target, integer channel, string messasge)
Allows messages to be sent region-wide
to a particular prim.
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This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
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previous attachments from the scene.
Addresses http://opensimulator.org/mantis/view.php?id=5636
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Default for this function is now not to automatically land.
This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground.
Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot.
A better approach would be to gradually slow the avatar as we near the target
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
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storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
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INPCModule
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CanGetAgentInventoryItem() to improve code readability
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the scene presence exists
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
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WARNING: additional configuration for HG inis -- see *Common.ini.example
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This switch stops any assets being saved in the oar.
This can be useful if you're using OAR to backup regions and you know you'll always have the original asset database available.
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window, but can't test because this mechanism doesn't seem to work without a profile service.
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FriendsData[] GetFriends(string principalID) to IFriendsData and FriendInfo[] GetFriends(string PrincipalID) to IFriendsService. Refactored some more in the FriendsModule. Made client get notification of local friends permissions upon HGLogin. HG Friends object permissions work.
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registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps.
Renamed a few methods that were misnomers.
Compiles but doesn't work.
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DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
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changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
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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.
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Not functional yet, but tests now act against this object rather than interrogating the module directly
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