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2010-10-08Guard against locking a nullref to avoid build breakMelanie1-0/+3
2010-10-08Change the order of actions to address a possible nullrefMelanie1-3/+2
2010-10-07Fix autoreturn to not return zero objectsMelanie1-6/+2
2010-10-06Plumb the path for multiple object deletesMelanie4-40/+18
2010-10-04Formatting cleanup.Jeff Ames3-4/+4
2010-10-03I really have to say it again and again: e.Message is NOT enough data forMelanie1-2/+1
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p
2010-09-30Fix an inventory fetch issueMelanie1-0/+3
2010-09-27Prevent setting arbitrary groups on your objects.Melanie1-0/+3
2010-09-27Fix build breakMelanie1-37/+38
2010-09-27if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie1-3/+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.
2010-09-27Restrict inventory items added in a transaction to folder belongingMelanie1-0/+6
to the connected client.
2010-09-25Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2-3/+3
made more useful. If a separate UUID parameter is better for the future then this can be added later on.
2010-09-24If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)1-0/+7
then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977
2010-09-21Refactor script create permission into the perms moduleMelanie1-10/+0
2010-09-21If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2-2/+41
scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
2010-09-16Fixed a regression in SOG.Copy()John Hurliman1-1/+1
2010-09-16Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman12-943/+682
MapAndArray collection
2010-09-17Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)1-22/+21
2010-09-16Removing debugroot1-1/+0
2010-09-16JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root3-1/+31
2010-09-15rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)3-3/+3
code readability
2010-09-15Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)1-15/+17
scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
2010-09-14Comment out SOG storing debug log messageJustin Clark-Casey (justincc)1-3/+3
This can get very spammy with regularly changing objects. Please uncomment if required.
2010-09-13minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2-0/+6
various points in the main scene loop and associated methods
2010-09-13Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)1-10/+0
being migrated to AttachmentsModule
2010-09-13minor: Clean up log messages generated when an item is attachedJustin Clark-Casey (justincc)1-9/+3
2010-09-12* Added ISimulationDataService and IEstateDataServiceJohn Hurliman5-37/+77
* 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
2010-09-12Formatting cleanup.Jeff Ames16-74/+74
2010-09-12Add copyright headers.Jeff Ames1-0/+27
2010-09-11Shuffling fields and properties around in Scene to make Scene.cs more readableJohn Hurliman1-138/+124
2010-09-11Fixed the naming mess around data connectors for simulation dataJohn Hurliman3-4/+4
2010-09-10Made it impossible to create a user with names containing spaces and ↵randomhuman1-2/+3
prevented passwords from being echoed after enter is pressed.
2010-09-10Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman3-58/+35
2010-09-10First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman7-344/+219
2010-09-07* Cache null account responses in the SimianUserAccountServiceConnector to ↵John Hurliman1-1/+3
avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
2010-09-07Make sure unlinked child prims get persistedMelanie1-0/+5
2010-09-07If a scene object part UUID is changed (only possible when not in a scene), ↵Justin Clark-Casey (justincc)2-2/+11
then adjust the inventory items to point to the new uuid as well
2010-09-07minor: comment out some excessive test loggingJustin Clark-Casey (justincc)1-1/+1
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)6-42/+58
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)6-42/+58
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-06Add test that checks correct persistence when an unlink is quickly followed ↵Justin Clark-Casey (justincc)1-9/+40
by deletion of a linked part This test is temporarily not running since it currently fails due to a bug in this area
2010-09-06Make console backup command do a forced backup rather than non-forcedJustin Clark-Casey (justincc)2-6/+1
Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
2010-09-06extend TestNewSceneObjectLinkPersistence() to check for presence of non-root ↵Justin Clark-Casey (justincc)1-2/+3
linked prim
2010-09-06Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)7-21/+78
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
2010-09-06Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, becauseMelanie Thielker1-1/+25
modules need to see it (Search!) even if it comes in via CAPS
2010-09-04Logout the presence if client IP verification fails.Diva Canto1-0/+2
2010-09-04Move code that allows llGiveInvetory() to move item into appropriate system ↵Justin Clark-Casey (justincc)1-8/+40
folder up from connectors into Scene.Inventory.cs This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors. Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
2010-09-04Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)Justin Clark-Casey (justincc)1-8/+27
The agentID in AddInventoryItem(UUID agentID, InventoryItemBase item) is redundant since it's contained in item.Owner, and it doesn't make sense for agentID != item.Owner, hence the method is deprecated.
2010-09-03Fix an issue with rezzing scripted objects.Melanie Thielker1-2/+2
2010-09-02Remove commented code and the comment, as the change has proven outMelanie Thielker1-3/+0