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path: root/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs (follow)
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* minor: Fix some CR line endings in Scene.Inventory.csJustin Clark-Casey (justincc)2015-01-211-8/+8
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* Added GetDisplayNames capability. For now, we don't actually use display ↵Diva Canto2015-01-091-1/+2
| | | | names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
* Allow for richer semantics of object derez. Specifically, allow the ↵Diva Canto2014-12-251-2/+5
| | | | existence of region modules that do other kinds of garbage collection. Instead of placing deleted objects in the user's Trash folder, or deleting them immediately (UseTrashOnDelete = false), a module may decide to take garbage collection under its control. For example, it may place derezzed objects in a certain area inworld and delete them later.
* Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a ↵Justin Clark-Casey2014-11-111-8/+12
| | | | | | valid set pin in a destination prim rather than the unset no pin state Adds regression test for this case.
* Fix transferring inventory from prims to agent inventoryMelanie Thielker2014-10-161-6/+11
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* Ignore whitespace when reading serialized XML objects.Justin Clark-Casey (justincc)2014-08-291-37/+40
| | | | | | This was previously effectively being done by XmlDocument in the multiple passes through the XML. This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly. XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
* On code section that rezzes single objects and attachments, reduce CPU use ↵Justin Clark-Casey (justincc)2014-08-281-36/+61
| | | | | | | | by reading asset XML a single time with a stream reader rather than multiple times. Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once). Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability" Optimization of other cases will follow if this change is successful.
* Don't trigger ItemUploaded when no item has been uploaded.Diva Canto2014-05-181-6/+9
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* Don't fetch assets from the server when doing simple inventory operations ↵Diva Canto2014-05-181-51/+28
| | | | like copy-paste items in inventory.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2014-05-071-35/+95
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| * When moving an item from a prim to a user's inventory, don't delete the item ↵Oren Hurvitz2014-05-061-4/+25
| | | | | | | | from the prim until it was successfully copied to the user
| * Show more meaningful error messages when failed to move an item from a prim ↵Oren Hurvitz2014-05-061-22/+42
| | | | | | | | | | | | to a user's inventory. Also, actually show the error to the user in more cases. (Previously, sometimes the operation failed without telling the user anything.)
| * Show more meaningful error messages when failed to give an item to another userOren Hurvitz2014-05-061-10/+29
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* | Makes it possible to support grids in which all the simulators share all ↵Diva Canto2014-05-041-4/+11
|/ | | | | | | | central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server. Note that this an advanced configuration and requires some security strengthening coming up.
* Fixes a long-standing bug related to god-mode change ownership of objects ↵Diva Canto2014-04-241-1/+1
| | | | permissive, where the permissions of the children prims' inventory items were not changed. As a consequence, we couldn't control some of the objects imported via HG and OARs even in god mode.
* Merge branch 'master' into varregionRobert Adams2014-01-111-7/+10
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * Refactored: use a single function to apply an object's folded permissions to ↵Oren Hurvitz2014-01-101-7/+10
| | | | | | | | its main permissions
* | varregion: add lots of DEBUG level log messages. Especially for teleport.Robert Adams2013-12-241-2/+2
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* Fixed rezzing coalesced objects from a prim's inventoryOren Hurvitz2013-10-151-22/+97
| | | | Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
* Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood2013-09-221-0/+7
| | | | | | | | | | Patch taken from http://opensimulator.org/mantis/view.php?id=4905 originally by Greg C. Fixed to apply to r/23314 commit ba9daf849e7c8db48e7c03e7cdedb77776b2052f (cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
* Reinsert comments about possible race conditions when sending bulk inventory ↵Justin Clark-Casey (justincc)2013-09-161-0/+3
| | | | updates on non-flag clothing editing
* Allow updating the wearable type of wearables that have a type of 0.Melanie2013-08-181-4/+16
| | | | This will allow viewers to fix broken wearables as they detect them.
* More on HG inventory and OutboundPermission: disallowing giving inventory to ↵Diva Canto2013-08-031-0/+3
| | | | foreigners if OutboundPermission is false
* HG: If OutboundPermission is set to false, let's enforce stricter ↵Diva Canto2013-08-031-0/+3
| | | | permissions by not allowing objects to be taken to inventory.
* Don't post Link asset types back to the home gridDiva Canto2013-07-231-2/+2
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* Fix other places when saving scripts or notecards in prim inventories where ↵Justin Clark-Casey (justincc)2013-06-181-5/+5
| | | | messages should be transient without an OK button
* Comment out some debugging item permission messages since these are highly ↵Justin Clark-Casey (justincc)2013-05-141-3/+3
| | | | | | noisy on the console. Please re-enable when required
* Don't send BulkUpdateInventory at the end up of UpdateInventoryItemAsset().Justin Clark-Casey (justincc)2013-05-091-1/+4
| | | | | This is causing editing of worn clothes to fail frequently, possibly due to a race condition with a transaction. This looks to address http://opensimulator.org/mantis/view.php?id=6600
* Export permission, part two. Setting export perms for textures and clothing ↵Melanie2013-03-311-3/+43
| | | | | | works. Setting perms for prims also works but they don't propagate correctly yet. NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
* Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-261-3/+4
| | | | with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* Prevent items being destroyed by rename operations. Renaming of a wearable alsoMelanie2013-01-271-5/+6
| | | | | | | | | sends an asset transaciton but it is empty. So we can't ignore name data when a transaction is present and can't treat every transaction as valid. Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-3/+23
| | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented. This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
* Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-161-23/+3
| | | | | | | | during a script wait event (llSleep(), etc.)" Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api. This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-3/+23
| | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
* Switched the order by which foreign inventory and foreign assets are brought ↵Diva Canto2012-12-091-6/+4
| | | | in, to avoid race conditions on the client.
* UserManagementModule: search the local cache for names too.Diva Canto2012-12-091-1/+1
| | | | Inventory transfers: don't do async on asset transfers or now.
* Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() ↵Justin Clark-Casey (justincc)2012-11-101-2/+13
| | | | | | | and make it compile again Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects()
* On receiving TaskInventoryAccepted with a destination folder in the binary ↵Justin Clark-Casey (justincc)2012-10-061-1/+1
| | | | | | | | | | | bucket slot for RLV, notify the viewer about inventory folder updates. The viewer would not see the folder move without this, either on accept or decline. This commit also updates the TaskInventoryOffered message to better conform with the data LL uses Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail, message is just folder name in single quotes, message is not timestamped. However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side. Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
* Log initial script startup info notice when xengine actually starts to do ↵Justin Clark-Casey (justincc)2012-08-251-1/+1
| | | | this for debugging purposes, rather than before it actually starts to do this.
* Fix bad child prim permissions that can make objects change perms after rezzingMelanie2012-08-241-0/+3
| | | | Port from Avination
* refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)2012-08-031-1/+1
| | | | FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
* reduced-complexity implementation of function to get rezzing object keySignpostMarv2012-08-021-1/+2
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* When copying items, copy the item description field instead of the asset ↵Justin Clark-Casey (justincc)2012-07-261-23/+46
| | | | | | | | description field. If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes. Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107 I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
* Revert "Fix script "Running" behavior"Melanie2012-07-161-14/+0
| | | | | | A better solution using the already present flags must be found. This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
* Fix script "Running" behaviorBlueWall2012-06-231-0/+14
| | | | Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
* Log how many scripts are candidates for starting and how many are actually ↵Justin Clark-Casey (justincc)2012-06-201-4/+17
| | | | | | started. Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
* Record the fact that child agents can have asset transactions.Justin Clark-Casey (justincc)2012-06-071-17/+12
| | | | Also change code to grab the agent asset transaction module once.
* minor: extend commented out LinkInventoryItem log message for future useJustin Clark-Casey (justincc)2012-05-211-5/+5
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* Improve logging on the prim inventory script asset request path for future use.Justin Clark-Casey (justincc)2012-05-091-0/+4
| | | | This adds name and description of the request handler to http request logging when DebugLevel >= 1
* Add a configuration switch to turn on/off the use of the trashMic Bowman2012-04-251-1/+1
| | | | | | | | | folder when deleting objects from a scene. The use of the trash folder causes assets to be created and stored everytime you delete an object from the scene (slows down the delete and adds mostly useless assets to your database). Default is on (use the trash folder) which is the standard behavior.