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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs (follow)
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* Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵Justin Clark-Casey (justincc)2011-11-251-2/+2
| | | | conversion rather than the arrays in TaskInventoryItem
* Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)2011-11-221-5/+5
| | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
* refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* Only bother to create an inventory xfer file if there are any items in a ↵Justin Clark-Casey (justincc)2011-09-151-2/+2
| | | | prim inventory
* Shuffle order of code in invnetory connector GetFolderContent() calls to ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | avoid a possible race condition
* If a prim inventory becomes empty through deletion, send an empty xfer file ↵Justin Clark-Casey (justincc)2011-09-151-20/+43
| | | | | | | | | name rather than one that references a metadata file containing only the folder object. If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory. Sending an empty file name was already being done if the prim's inventory had never been touched. Now we always do that if there are no items in that inventory. Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644
* Stop attempts to rewear already worn items from removing and reattaching.Justin Clark-Casey (justincc)2011-09-131-0/+5
| | | | | | | | Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process. This change ignores those attempts. This stops script failures during login, as the rewearing was racing with the script startup code. It might also help with attachments being abnormally put into deleted state. Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-4/+6
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-1/+1
| | | | pointless duplication of identical values
* Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.Justin Clark-Casey (justincc)2011-04-281-2/+5
| | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts.
* A stab at making CHANGED_OWNER workMelanie2011-04-011-5/+5
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* For objects loaded from an IAR, make sure the CreatorID points towards the ↵Justin Clark-Casey (justincc)2011-03-101-2/+6
| | | | | | | | | OSP resolved ID if newer CreationData is not present. This should resolve issues where the creator for rezzed objects was being shown as "Unknown user" where previous behaviour was to show the OSP resolved account. This is being done by parsing the serialized objects and updating the CreatorID if no CreationData exists. This operation might be expensive for sculpties where the sculpt texture is inlined with the object data. Will just have to see. This relies on the IAR streaming inventory data before asset data (as is currently the case). Will need to introduce more stringent checks for file order on loading (much like JAR zips must start with the manifest file). This is for IAR loading only. Tests updated to check this behaviour.
* Fix script data not being reset as it should beMelanie2011-01-241-0/+4
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* minor: resolve some mono compiler warningsJustin Clark-Casey (justincc)2011-01-181-1/+1
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* Fix slam bits being lost when editing perms in prim inventoryMelanie2011-01-141-1/+0
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* Fix direct item give permissionsMelanie2011-01-121-6/+16
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* Partial permissions fix for boxed items.Melanie2011-01-121-0/+7
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* Fix god mode perms adjustmentMelanie2011-01-121-0/+2
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* One more pass at object inventory. This time, fix SceneObjectPartInventory ↵Diva Canto2010-12-241-68/+68
| | | | so that it makes sure that the file is added to Xfer's before it signals the client to come and get it. This allows the simplification of the logic of Xfer's.
* What is the point of using different types to express the same damn thing?Melanie2010-12-211-1/+1
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* Another good catch. Update file name serial.Melanie2010-12-211-0/+1
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* Added a missed return. Thanks diva!Melanie2010-12-211-0/+1
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* Fix up merge artifactsMelanie2010-12-211-10/+1
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* Make prim inventories a bit more saneMelanie2010-12-211-41/+33
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* Change the way attachments are persisted. Editing a worn attachment will nowMelanie2010-11-161-19/+21
| | | | | | | save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching.
* Fix build breakMelanie2010-09-271-37/+38
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* if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie2010-09-271-3/+11
| | | | | | Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-161-0/+27
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| * Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)2010-09-171-22/+21
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| * JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-161-0/+28
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-161-4/+1
|/ | | | MapAndArray collection
* MergedJohn Hurliman2010-09-121-1/+1
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| * Formatting cleanup.Jeff Ames2010-09-121-1/+1
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-121-1/+1
|/ | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-111-1/+1
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* If a scene object part UUID is changed (only possible when not in a scene), ↵Justin Clark-Casey (justincc)2010-09-071-0/+3
| | | | then adjust the inventory items to point to the new uuid as well
* Fix an issue with rezzing scripted objects.Melanie Thielker2010-09-031-2/+2
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* Remove mono compiler warningsJustin Clark-Casey (justincc)2010-08-261-2/+1
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* Improve consistency of locking for SOG.m_parts in order to avoid race ↵Justin Clark-Casey (justincc)2010-08-261-1/+4
| | | | conditions in linking and unlinking
* refactor: Push item retrieval and fixing part of Scene.RezObject() down into ↵Justin Clark-Casey (justincc)2010-08-251-2/+64
| | | | SceneObjectPartInventory
* Restore lines that have been removed due to previous merge conflict.Diva Canto2010-07-201-2/+6
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* Remove a merge artefactMelanie2010-07-201-4/+0
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* Fix a few permissions vulnerability. Owners could cause permissionsMelanie Thielker2010-07-201-5/+5
| | | | escalation on items contained in prims using a hacked viewer
* Relaxed the ultra-conservative lock on m_items. Needs testing under linux ↵Diva Canto2010-07-201-219/+188
| | | | and stress.
* Deleted Snoopy's patch completely, including Thread.Sleep. Preliminary tests ↵Diva Canto2010-07-191-1/+0
| | | | indicate that this is what causes deadlock. More tests needed.
* re-add the sleep lost in the revert.Melanie2010-07-191-0/+2
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* Revert "Thank you, Snoopy, for a patch to reduce sim script startup CPU usage"Melanie2010-07-191-12/+10
| | | | This reverts commit c404c5fb5405eac24cc8b7cd402eb8d8fb0ff0cf.
* Revamp the permissions propagation. This MAY mess up. Please test.Melanie2010-07-131-1/+0
| | | | | | | Change the slam bit from 3 to 4. Assume the old slam bit is always set. The new slam bit is a "changed owner" bit, correcting a bug where an item passed from the creator to another with less than full perms, then back (sale test) would arrive back full perm. Lots of in-code docs.
* Revert "stop exceptions in setting and getting state from propogating since ↵Justin Clark-Casey (justincc)2010-06-291-31/+8
| | | | | | they aren't fatal to operations" This reverts commit 94cb6fc916e1bd039f2b59214e68a0b3c4847445.
* stop exceptions in setting and getting state from propogating since they ↵Justin Clark-Casey (justincc)2010-06-291-8/+31
| | | | | | aren't fatal to operations this will hopefully stop "save oar" from failing if a script asset is corrupt