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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs (follow)
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* Dump OpenSim 0.9.0.1 into it's own branch.onefang2019-05-191-359/+614
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-031-79/+53
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* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-311-17/+35
| | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
* Add number of inventory items to information displayed via "show part" ↵Justin Clark-Casey (justincc)2012-10-181-0/+9
| | | | console command
* Add regression TestDetachScriptedAttachmentToInventory()Justin Clark-Casey (justincc)2012-07-111-0/+4
| | | | This currently only does a relatively crude check for a ScriptState node in the serialized xml
* When an attachment is detached to inv or derezzed, stop the scripts, update ↵Justin Clark-Casey (justincc)2012-07-101-3/+56
| | | | | | the known item with script state still in the script engine and then remove the scripts. This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
* Fix issue in database tests where sogs being stored are not in a scene.Justin Clark-Casey (justincc)2012-07-031-1/+1
| | | | This puts an extra m_part.ParentGroup.Scene == null check at the top of SceneObjectPartInventory.QueryScriptStates()
* Add preservation of running state of scripts when drag-copying.Melanie2012-07-011-1/+35
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* Log how many scripts are candidates for starting and how many are actually ↵Justin Clark-Casey (justincc)2012-06-201-52/+58
| | | | | | started. Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
* refactor: replace LSL_Api.InventoryKey(string) largely with ↵Justin Clark-Casey (justincc)2012-05-261-8/+14
| | | | | | SceneObjectPartInventory.GetInventoryItem(string) Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
* Remove a call stack debugging line accidentally left in from a few days ago ↵Justin Clark-Casey (justincc)2012-05-251-2/+0
| | | | at SceneObjectPartInventory.ApplyNextOwnerPermissions().
* Fix bug where an avatar that had an object they owned attached through ↵Justin Clark-Casey (justincc)2012-05-231-0/+7
| | | | | | | llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene. This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
* Fire the scripting changed event with CHANGED_OWNER when an object that has ↵Justin Clark-Casey (justincc)2012-05-051-2/+8
| | | | | | | changed owners is rezzed. This needs to occur after the script is resumed rather than before, when the event is just dropped. Addresses http://opensimulator.org/mantis/view.php?id=5890 and http://opensimulator.org/mantis/view.php?id=5952
* Mantis 55025 Implement script time.Talun2012-04-121-7/+7
| | | | Signed-off-by: nebadon <michael@osgrid.org>
* Mantis5502 implementation of some of the new constantsTalun2012-04-091-1/+50
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* refactor: Rename SOG.GetChildPart() to GetPart() since it can also return ↵Justin Clark-Casey (justincc)2012-03-311-1/+1
| | | | the 'root' part.
* Add llGiveInventory() test from object to object where both objects are ↵Justin Clark-Casey (justincc)2012-03-221-3/+3
| | | | owned by the same user.
* Add a regression test to compile and start a script. Remove ↵Justin Clark-Casey (justincc)2012-02-071-8/+4
| | | | | | | | Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText(). The Path.GetDirectoryName call in Compiler.CompileFromDotNetText is unnecessary since AppDomain.CurrentDomain.BaseDirectory is always a directory. Later path concatenation is already done by Path.Combine() which handles any trailing slash. Removing Path.GetDirectoryName() will not affect the runtime but allows NUnit to work since it doesn't add a trailing slash to AppDomain.CurrentDomain.BaseDirectory.
* Improve reliability of script state saving by covering various savingMelanie2012-02-021-10/+16
| | | | and loading scenarios which resulted in loss of continuity on item ids
* 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