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* Part two of the previous commit, making IGridUserService.LoggedOut() more ↵John Hurliman2010-09-293-5/+5
| | | | flexible without changing current behavior
* Made IGridUserService.SetLastPosition() more flexible to allow different ↵John Hurliman2010-09-293-6/+11
| | | | possible implementations. This doesn't change any behavior or any Robust code, but it simplifies the SimianGrid connector by using the standard OpenSim interface for setting last position now
* Restrict top colliders / top scripts to estate managersMelanie2010-09-271-0/+3
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* Prevent setting arbitrary groups on your objects.Melanie2010-09-271-0/+3
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* Fix build breakMelanie2010-09-271-37/+38
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* Quash the region ID on intersim messages. That prevents people from determiningMelanie2010-09-271-1/+1
| | | | another avatars location
* 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.
* Restrict inventory items added in a transaction to folder belongingMelanie2010-09-271-0/+6
| | | | to the connected client.
* When receiving intersim IM, don't let the spoof protection bombMelanie2010-09-261-1/+2
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* Consistency patch: use Path.Combine() instead of + and eliminate the needMelanie2010-09-263-8/+9
| | | | for a trailing slash on exports/
* Typo fixesMelanie2010-09-262-7/+7
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* adding configurable j2kDecodeCache pathBlueWall2010-09-264-8/+18
| | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
* Add configurable path to script engine assembliesBlueWall2010-09-264-15/+25
| | | | | | | | | Adding ability to place script engine assemblies outside the codebase directories. Uses new [XEngine] option: ScriptEnginesPath = "path_to_assemblies" Signed-off-by: Melanie <melanie@t-data.com>
* Prevent spoofing the agent name on text IMMelanie2010-09-251-1/+2
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* Fix a minor economy issueMelanie2010-09-251-1/+4
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* Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-252-3/+3
| | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-253-116/+128
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| * Added delay for llSetPrimitiveParams() and llSetLinkPrimitiveParams() ↵Kevin Cozens2010-09-241-100/+104
| | | | | | | | | | | | | | | | | | | | functions per the LSL wiki. Signed-off-by: Melanie <melanie@t-data.com> This patch also fixes a large amount of trailing whitespace. While this is beneficial, it should really be in a separate patch that fixes whitespace only. Just good practice.
| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-215-15/+45
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| * | Fix a typoMelanie2010-09-211-3/+3
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| * | Refactor script create permission into the perms moduleMelanie2010-09-212-15/+23
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* | | If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)2010-09-241-0/+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
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-217-129/+137
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| * | Clarify help text for use of file paths with console command "create region".Marck2010-09-181-1/+1
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| * | Stop broadcasting non 0/DEBUG ChatTypeEnum.Region messages to all avatarsJustin Clark-Casey (justincc)2010-09-181-3/+1
| | | | | | | | | | | | This allows non public/debug region wide messages to be sent to scripts but not be broadast to avatars
| * | For all Flotasm group module XMLRPC calls, correct parameter ↵Justin Clark-Casey (justincc)2010-09-171-9/+2
| |/ | | | | | | | | | | requestingAgentID to RequestingAgentID This was stopping the get group member roles call from working, and may have affected other things
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-174-35/+111
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| | * Send kill packets for avatars, tooMelanie2010-09-171-0/+4
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| | * Revert "* Changed 11 calls for session info to the more optimized API method"root2010-09-173-35/+107
| | | | | | | | | | | | | | | This reverts commit 5dc9ea2f2487804d788b4b80d40d91bd792de4c2. Also makes online indicators and IM more robust
| * | Applying the llParseString2List() patch from #5036 that Melanie claims was ↵John Hurliman2010-09-171-81/+22
| |/ | | | | | | already applied
* | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-212-2/+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.
* Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-166-3/+55
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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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| * Send KillPackets on the Task queue rather than the State queueJustin Clark-Casey (justincc)2010-09-173-2/+17
| | | | | | | | | | | | | | | | | | Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
| * Removing debugroot2010-09-161-1/+0
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| * JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-164-1/+40
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-1625-1191/+856
|/ | | | MapAndArray collection
* extend m_entityUpdates.SyncRoot lock in LLClientView.ProcessEntityUpdates() ↵Justin Clark-Casey (justincc)2010-09-151-49/+49
| | | | | | | | | to reduce scope for kill/update race conditions This is necessary because it was still possible for an entity update packet to be constructed, the thread to pause, a kill to be sent on another thread, and then the original thread to resume and send the update This would result in an update being received after a kill, which results in undeletable ghost objects until the viewer is relogged Extending the lock looks okay since its only taken by kill, update and reprioritize, and both kill and update do not take further locks However, evidence suggests that there is still a kill/update race somewhere
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-154-4/+4
| | | | code readability
* Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+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
* Revert "Move OpenSimDefaults,ini into config-include in order to put it with ↵Justin Clark-Casey (justincc)2010-09-141-1/+1
| | | | | | | | all the other default files" This reverts commit c3259e9c26f198b5fe0e7ed6c29c17c27c60ecb1. Reverted by agreement.
* Move OpenSimDefaults,ini into config-include in order to put it with all the ↵Justin Clark-Casey (justincc)2010-09-141-1/+1
| | | | other default files
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-139-52/+45
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| * Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | | | | | This can get very spammy with regularly changing objects. Please uncomment if required.
| * minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2010-09-132-0/+6
| | | | | | | | various points in the main scene loop and associated methods
| * Improve generic message exception logging. Quieten down complaints about ↵Justin Clark-Casey (justincc)2010-09-131-2/+4
| | | | | | | | unhandled GenericMessages
| * Add client name to packet resend log messages to make them a bit more ↵Justin Clark-Casey (justincc)2010-09-131-3/+7
| | | | | | | | informative
| * Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)2010-09-131-10/+0
| | | | | | | | being migrated to AttachmentsModule