Merge branch 'master' into varregion
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)varregion
commit
1cf17a3cf7
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@ -75,6 +75,7 @@ what it is today.
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* Chris Yeoh (IBM)
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* Chris Yeoh (IBM)
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* controlbreak
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* controlbreak
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* coyled
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* coyled
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* ctrlaltdavid
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* Daedius
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* Daedius
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* daTwitch
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* daTwitch
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* devalnor-#708
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* devalnor-#708
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@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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/// </summary>
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/// </summary>
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private void ApplyNextOwnerPermissions(InventoryItemBase item)
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private void ApplyNextOwnerPermissions(InventoryItemBase item)
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{
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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if (item.InvType == (int)InventoryType.Object)
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{
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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uint perms = item.CurrentPermissions;
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions = perms;
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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}
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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@ -0,0 +1,87 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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||||||
|
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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||||||
|
* names of its contributors may be used to endorse or promote products
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||||||
|
* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||||
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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namespace OpenSim.Framework
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{
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public static class PermissionsUtil
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Logs permissions flags. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
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{
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m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
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name, message,
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PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
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}
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/// <summary>
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/// Converts a permissions bit-mask to a string (e.g., "MCT").
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/// </summary>
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private static string PermissionsToString(uint perms)
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{
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string str = "";
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if ((perms & (int)PermissionMask.Modify) != 0)
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str += "M";
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if ((perms & (int)PermissionMask.Copy) != 0)
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str += "C";
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if ((perms & (int)PermissionMask.Transfer) != 0)
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str += "T";
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|
if (str == "")
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|
str = ".";
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|
return str;
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|
}
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/// <summary>
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/// Applies an object's folded permissions to its regular permissions.
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/// </summary>
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/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
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/// <param name="mainPerms">The permissions variable to modify.</param>
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public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
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{
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|
if ((foldedPerms & 7) == 0)
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return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
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if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Copy;
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if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Transfer;
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if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Modify;
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|
}
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}
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}
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@ -2072,8 +2072,10 @@ namespace OpenSim.Framework
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#region Xml Serialization Utilities
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#region Xml Serialization Utilities
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public static bool ReadBoolean(XmlTextReader reader)
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public static bool ReadBoolean(XmlTextReader reader)
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{
|
{
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// AuroraSim uses "int" for some fields that are boolean in OpenSim, e.g. "PassCollisions". Don't fail because of this.
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reader.ReadStartElement();
|
reader.ReadStartElement();
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bool result = Boolean.Parse(reader.ReadContentAsString().ToLower());
|
string val = reader.ReadContentAsString().ToLower();
|
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|
bool result = val.Equals("true") || val.Equals("1");
|
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reader.ReadEndElement();
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reader.ReadEndElement();
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return result;
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return result;
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@ -3606,7 +3606,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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|
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AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
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AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
|
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// TODO: don't create new blocks if recycling an old packet
|
// TODO: don't create new blocks if recycling an old packet
|
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avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
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avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
|
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avp.ObjectData.TextureEntry = textureEntry;
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avp.ObjectData.TextureEntry = textureEntry;
|
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|
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AvatarAppearancePacket.VisualParamBlock avblock = null;
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AvatarAppearancePacket.VisualParamBlock avblock = null;
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@ -5070,11 +5070,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// excessive up and down movements of the camera when looking up and down.
|
// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
|
// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
|
// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
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// effect, not the avatar rotation.
|
// the rotation in this case.
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rotation = presence.Rotation;
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rotation = presence.Rotation;
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rotation.X = 0;
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rotation.Y = 0;
|
if (!presence.IsSatOnObject)
|
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|
{
|
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|
rotation.X = 0;
|
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|
rotation.Y = 0;
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|
}
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||||||
if (sendTexture)
|
if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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textureEntry = presence.Appearance.Texture.GetBytes();
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@ -5197,11 +5201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// excessive up and down movements of the camera when looking up and down.
|
// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
|
// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
|
// This does not affect head movement, since this is controlled entirely by camera movement rather than
|
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
|
// body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
|
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// effect, not the avatar rotation.
|
// the rotation in this case.
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Quaternion rot = data.Rotation;
|
Quaternion rot = data.Rotation;
|
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rot.X = 0;
|
|
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rot.Y = 0;
|
if (!data.IsSatOnObject)
|
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|
{
|
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|
rot.X = 0;
|
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|
rot.Y = 0;
|
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|
}
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rot.ToBytes(objectData, 52);
|
rot.ToBytes(objectData, 52);
|
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//data.AngularVelocity.ToBytes(objectData, 64);
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//data.AngularVelocity.ToBytes(objectData, 64);
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|
@ -413,16 +413,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
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if (item == null)
|
if (item == null)
|
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return null;
|
return null;
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|
|
||||||
// Can't know creator is the same, so null it in inventory
|
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
|
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|
item.CreatorData = objlist[0].RootPart.CreatorData;
|
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|
|
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if (objlist.Count > 1)
|
if (objlist.Count > 1)
|
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{
|
{
|
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item.CreatorId = UUID.Zero.ToString();
|
|
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
||||||
|
|
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|
// If the objects have different creators then don't specify a creator at all
|
||||||
|
foreach (SceneObjectGroup objectGroup in objlist)
|
||||||
|
{
|
||||||
|
if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
|
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|
|| (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
|
||||||
|
{
|
||||||
|
item.CreatorId = UUID.Zero.ToString();
|
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|
item.CreatorData = string.Empty;
|
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|
break;
|
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|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
|
|
||||||
item.CreatorData = objlist[0].RootPart.CreatorData;
|
|
||||||
item.SaleType = objlist[0].RootPart.ObjectSaleType;
|
item.SaleType = objlist[0].RootPart.ObjectSaleType;
|
||||||
item.SalePrice = objlist[0].RootPart.SalePrice;
|
item.SalePrice = objlist[0].RootPart.SalePrice;
|
||||||
}
|
}
|
||||||
|
@ -443,13 +454,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
AddPermissions(item, objlist[0], objlist, remoteClient);
|
|
||||||
|
|
||||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
|
|
||||||
|
AddPermissions(item, objlist[0], objlist, remoteClient);
|
||||||
|
|
||||||
m_Scene.AddInventoryItem(item);
|
m_Scene.AddInventoryItem(item);
|
||||||
|
|
||||||
if (remoteClient != null && item.Owner == remoteClient.AgentId)
|
if (remoteClient != null && item.Owner == remoteClient.AgentId)
|
||||||
|
@ -491,39 +502,42 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
IClientAPI remoteClient)
|
IClientAPI remoteClient)
|
||||||
{
|
{
|
||||||
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
|
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
|
||||||
|
uint allObjectsNextOwnerPerms = 0x7fffffff;
|
||||||
|
uint allObjectsEveryOnePerms = 0x7fffffff;
|
||||||
|
uint allObjectsGroupPerms = 0x7fffffff;
|
||||||
|
|
||||||
foreach (SceneObjectGroup grp in objsForEffectivePermissions)
|
foreach (SceneObjectGroup grp in objsForEffectivePermissions)
|
||||||
|
{
|
||||||
effectivePerms &= grp.GetEffectivePermissions();
|
effectivePerms &= grp.GetEffectivePermissions();
|
||||||
|
allObjectsNextOwnerPerms &= grp.RootPart.NextOwnerMask;
|
||||||
|
allObjectsEveryOnePerms &= grp.RootPart.EveryoneMask;
|
||||||
|
allObjectsGroupPerms &= grp.RootPart.GroupMask;
|
||||||
|
}
|
||||||
effectivePerms |= (uint)PermissionMask.Move;
|
effectivePerms |= (uint)PermissionMask.Move;
|
||||||
|
|
||||||
|
//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
|
||||||
|
|
||||||
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
|
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
|
||||||
{
|
{
|
||||||
uint perms = effectivePerms;
|
uint perms = effectivePerms;
|
||||||
uint nextPerms = (perms & 7) << 13;
|
PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
|
||||||
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Copy;
|
|
||||||
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Transfer;
|
|
||||||
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Modify;
|
|
||||||
|
|
||||||
item.BasePermissions = perms & so.RootPart.NextOwnerMask;
|
item.BasePermissions = perms & allObjectsNextOwnerPerms;
|
||||||
item.CurrentPermissions = item.BasePermissions;
|
item.CurrentPermissions = item.BasePermissions;
|
||||||
item.NextPermissions = perms & so.RootPart.NextOwnerMask;
|
item.NextPermissions = perms & allObjectsNextOwnerPerms;
|
||||||
item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
|
item.EveryOnePermissions = allObjectsEveryOnePerms & allObjectsNextOwnerPerms;
|
||||||
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
|
item.GroupPermissions = allObjectsGroupPerms & allObjectsNextOwnerPerms;
|
||||||
|
|
||||||
// Magic number badness. Maybe this deserves an enum.
|
// apply next owner perms on rez
|
||||||
// bit 4 (16) is the "Slam" bit, it means treat as passed
|
item.CurrentPermissions |= SceneObjectGroup.SLAM;
|
||||||
// and apply next owner perms on rez
|
|
||||||
item.CurrentPermissions |= 16; // Slam!
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
item.BasePermissions = effectivePerms;
|
item.BasePermissions = effectivePerms;
|
||||||
item.CurrentPermissions = effectivePerms;
|
item.CurrentPermissions = effectivePerms;
|
||||||
item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
|
item.NextPermissions = allObjectsNextOwnerPerms & effectivePerms;
|
||||||
item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
|
item.EveryOnePermissions = allObjectsEveryOnePerms & effectivePerms;
|
||||||
item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
|
item.GroupPermissions = allObjectsGroupPerms & effectivePerms;
|
||||||
|
|
||||||
item.CurrentPermissions &=
|
item.CurrentPermissions &=
|
||||||
((uint)PermissionMask.Copy |
|
((uint)PermissionMask.Copy |
|
||||||
|
@ -534,6 +548,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
7); // Preserve folded permissions
|
7); // Preserve folded permissions
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
|
||||||
|
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -809,11 +825,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
|
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (SceneObjectPart part in group.Parts)
|
if (item == null)
|
||||||
{
|
{
|
||||||
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
|
// Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
|
||||||
part.LastOwnerID = part.OwnerID;
|
foreach (SceneObjectPart part in group.Parts)
|
||||||
part.OwnerID = remoteClient.AgentId;
|
{
|
||||||
|
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
|
||||||
|
part.LastOwnerID = part.OwnerID;
|
||||||
|
part.OwnerID = remoteClient.AgentId;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!attachment)
|
if (!attachment)
|
||||||
|
@ -969,42 +989,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
|
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
|
||||||
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
|
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
|
||||||
|
|
||||||
if ((rootPart.OwnerID != item.Owner) ||
|
if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 0)
|
||||||
(item.CurrentPermissions & 16) != 0)
|
|
||||||
{
|
{
|
||||||
//Need to kill the for sale here
|
//Need to kill the for sale here
|
||||||
rootPart.ObjectSaleType = 0;
|
rootPart.ObjectSaleType = 0;
|
||||||
rootPart.SalePrice = 10;
|
rootPart.SalePrice = 10;
|
||||||
|
|
||||||
if (m_Scene.Permissions.PropagatePermissions())
|
|
||||||
{
|
|
||||||
foreach (SceneObjectPart part in so.Parts)
|
|
||||||
{
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
|
||||||
{
|
|
||||||
part.EveryoneMask = item.EveryOnePermissions;
|
|
||||||
part.NextOwnerMask = item.NextPermissions;
|
|
||||||
}
|
|
||||||
part.GroupMask = 0; // DO NOT propagate here
|
|
||||||
}
|
|
||||||
|
|
||||||
so.ApplyNextOwnerPermissions();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (SceneObjectPart part in so.Parts)
|
foreach (SceneObjectPart part in so.Parts)
|
||||||
{
|
{
|
||||||
part.FromUserInventoryItemID = fromUserInventoryItemId;
|
part.FromUserInventoryItemID = fromUserInventoryItemId;
|
||||||
|
part.ApplyPermissionsOnRez(item, true, m_Scene);
|
||||||
if ((part.OwnerID != item.Owner) ||
|
|
||||||
(item.CurrentPermissions & 16) != 0)
|
|
||||||
{
|
|
||||||
part.Inventory.ChangeInventoryOwner(item.Owner);
|
|
||||||
part.GroupMask = 0; // DO NOT propagate here
|
|
||||||
}
|
|
||||||
|
|
||||||
part.EveryoneMask = item.EveryOnePermissions;
|
|
||||||
part.NextOwnerMask = item.NextPermissions;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rootPart.TrimPermissions();
|
rootPart.TrimPermissions();
|
||||||
|
|
|
@ -193,13 +193,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
|
||||||
item.InvType = (int)InventoryType.Object;
|
item.InvType = (int)InventoryType.Object;
|
||||||
item.Folder = categoryID;
|
item.Folder = categoryID;
|
||||||
|
|
||||||
uint nextPerms=(perms & 7) << 13;
|
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
|
||||||
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Copy;
|
|
||||||
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Transfer;
|
|
||||||
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
|
||||||
perms &= ~(uint)PermissionMask.Modify;
|
|
||||||
|
|
||||||
item.BasePermissions = perms & part.NextOwnerMask;
|
item.BasePermissions = perms & part.NextOwnerMask;
|
||||||
item.CurrentPermissions = perms & part.NextOwnerMask;
|
item.CurrentPermissions = perms & part.NextOwnerMask;
|
||||||
|
|
|
@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// a mask
|
// a mask
|
||||||
if (item.InvType == (int)InventoryType.Object)
|
if (item.InvType == (int)InventoryType.Object)
|
||||||
{
|
{
|
||||||
// Create a safe mask for the current perms
|
|
||||||
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
|
|
||||||
foldedPerms |= permsMask;
|
|
||||||
|
|
||||||
bool isRootMod = (item.CurrentPermissions &
|
bool isRootMod = (item.CurrentPermissions &
|
||||||
(uint)PermissionMask.Modify) != 0 ?
|
(uint)PermissionMask.Modify) != 0 ?
|
||||||
true : false;
|
true : false;
|
||||||
|
|
||||||
// Mask the owner perms to the folded perms
|
// Mask the owner perms to the folded perms
|
||||||
ownerPerms &= foldedPerms;
|
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
|
||||||
basePerms &= foldedPerms;
|
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
|
||||||
|
|
||||||
// If the root was mod, let the mask reflect that
|
// If the root was mod, let the mask reflect that
|
||||||
// We also need to adjust the base here, because
|
// We also need to adjust the base here, because
|
||||||
|
@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
||||||
if (taskItem.InvType == (int)InventoryType.Object)
|
if (taskItem.InvType == (int)InventoryType.Object)
|
||||||
agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
|
{
|
||||||
|
uint perms = taskItem.CurrentPermissions;
|
||||||
|
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
|
||||||
|
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
|
||||||
|
agentItem.CurrentPermissions = agentItem.BasePermissions;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
||||||
|
}
|
||||||
|
|
||||||
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
||||||
agentItem.NextPermissions = taskItem.NextPermissions;
|
agentItem.NextPermissions = taskItem.NextPermissions;
|
||||||
|
|
|
@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
STATUS_ROTATE_Z = 0x008,
|
STATUS_ROTATE_Z = 0x008,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
|
||||||
|
public static readonly uint SLAM = 16;
|
||||||
|
|
||||||
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -3230,13 +3233,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
Vector3 oldPos;
|
Vector3 oldPos;
|
||||||
|
|
||||||
// FIXME: This improves the situation where editing just the root prim of an attached object would send
|
|
||||||
// all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim
|
|
||||||
// still ends up in the wrong position on reattach.
|
|
||||||
if (IsAttachment)
|
if (IsAttachment)
|
||||||
oldPos = RootPart.OffsetPosition;
|
oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim
|
||||||
else
|
else
|
||||||
oldPos = AbsolutePosition + RootPart.OffsetPosition;
|
oldPos = AbsolutePosition + m_rootPart.OffsetPosition;
|
||||||
|
|
||||||
Vector3 diff = oldPos - newPos;
|
Vector3 diff = oldPos - newPos;
|
||||||
Quaternion partRotation = m_rootPart.RotationOffset;
|
Quaternion partRotation = m_rootPart.RotationOffset;
|
||||||
|
@ -3252,6 +3252,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
AbsolutePosition = newPos;
|
AbsolutePosition = newPos;
|
||||||
|
|
||||||
|
if (IsAttachment)
|
||||||
|
m_rootPart.AttachedPos = newPos;
|
||||||
|
|
||||||
HasGroupChanged = true;
|
HasGroupChanged = true;
|
||||||
ScheduleGroupForTerseUpdate();
|
ScheduleGroupForTerseUpdate();
|
||||||
}
|
}
|
||||||
|
|
|
@ -4801,6 +4801,64 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
ParentGroup.AddScriptLPS(count);
|
ParentGroup.AddScriptLPS(count);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets a prim's owner and permissions when it's rezzed.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item">The inventory item from which the item was rezzed</param>
|
||||||
|
/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
|
||||||
|
/// <param name="scene">The scene the prim is being rezzed into</param>
|
||||||
|
public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
|
||||||
|
{
|
||||||
|
if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
|
||||||
|
{
|
||||||
|
if (scene.Permissions.PropagatePermissions())
|
||||||
|
{
|
||||||
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||||
|
{
|
||||||
|
// Apply the item's permissions to the object
|
||||||
|
//LogPermissions("Before applying item permissions");
|
||||||
|
if (userInventory)
|
||||||
|
{
|
||||||
|
EveryoneMask = item.EveryOnePermissions;
|
||||||
|
NextOwnerMask = item.NextPermissions;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||||
|
EveryoneMask = item.EveryOnePermissions;
|
||||||
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||||
|
NextOwnerMask = item.NextPermissions;
|
||||||
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||||
|
GroupMask = item.GroupPermissions;
|
||||||
|
}
|
||||||
|
//LogPermissions("After applying item permissions");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GroupMask = 0; // DO NOT propagate here
|
||||||
|
}
|
||||||
|
|
||||||
|
if (OwnerID != item.Owner)
|
||||||
|
{
|
||||||
|
//LogPermissions("Before ApplyNextOwnerPermissions");
|
||||||
|
ApplyNextOwnerPermissions();
|
||||||
|
//LogPermissions("After ApplyNextOwnerPermissions");
|
||||||
|
|
||||||
|
LastOwnerID = OwnerID;
|
||||||
|
OwnerID = item.Owner;
|
||||||
|
Inventory.ChangeInventoryOwner(item.Owner);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Logs the prim's permissions. Useful when debugging permission problems.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="message"></param>
|
||||||
|
private void LogPermissions(String message)
|
||||||
|
{
|
||||||
|
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
|
||||||
|
}
|
||||||
|
|
||||||
public void ApplyNextOwnerPermissions()
|
public void ApplyNextOwnerPermissions()
|
||||||
{
|
{
|
||||||
// Export needs to be preserved in the base and everyone
|
// Export needs to be preserved in the base and everyone
|
||||||
|
|
|
@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Since renaming the item in the inventory does not affect the name stored
|
// Since renaming the item in the inventory does not affect the name stored
|
||||||
// in the serialization, transfer the correct name from the inventory to the
|
// in the serialization, transfer the correct name from the inventory to the
|
||||||
// object itself before we rez.
|
// object itself before we rez.
|
||||||
rootPart.Name = item.Name;
|
// Only do these for the first object if we are rezzing a coalescence.
|
||||||
rootPart.Description = item.Description;
|
if (i == 0)
|
||||||
|
{
|
||||||
SceneObjectPart[] partList = group.Parts;
|
rootPart.Name = item.Name;
|
||||||
|
rootPart.Description = item.Description;
|
||||||
|
}
|
||||||
|
|
||||||
group.SetGroup(m_part.GroupID, null);
|
group.SetGroup(m_part.GroupID, null);
|
||||||
|
|
||||||
// TODO: Remove magic number badness
|
foreach (SceneObjectPart part in group.Parts)
|
||||||
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
|
||||||
{
|
{
|
||||||
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
|
// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
|
||||||
{
|
InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
|
||||||
foreach (SceneObjectPart part in partList)
|
dest.BasePermissions = item.BasePermissions;
|
||||||
{
|
dest.CurrentPermissions = item.CurrentPermissions;
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
dest.EveryOnePermissions = item.EveryonePermissions;
|
||||||
part.EveryoneMask = item.EveryonePermissions;
|
dest.GroupPermissions = item.GroupPermissions;
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
dest.NextPermissions = item.NextPermissions;
|
||||||
part.NextOwnerMask = item.NextPermissions;
|
dest.Flags = item.Flags;
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
|
||||||
part.GroupMask = item.GroupPermissions;
|
|
||||||
}
|
|
||||||
|
|
||||||
group.ApplyNextOwnerPermissions();
|
part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (SceneObjectPart part in partList)
|
|
||||||
{
|
|
||||||
// TODO: Remove magic number badness
|
|
||||||
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
|
||||||
{
|
|
||||||
part.LastOwnerID = part.OwnerID;
|
|
||||||
part.OwnerID = item.OwnerID;
|
|
||||||
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
|
||||||
part.EveryoneMask = item.EveryonePermissions;
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
|
||||||
part.NextOwnerMask = item.NextPermissions;
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
|
||||||
part.GroupMask = item.GroupPermissions;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rootPart.TrimPermissions();
|
rootPart.TrimPermissions();
|
||||||
|
@ -1131,25 +1110,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
||||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
mask &= ~((uint)PermissionMask.Modify >> 13);
|
||||||
|
|
||||||
if (item.InvType != (int)InventoryType.Object)
|
|
||||||
{
|
|
||||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Copy >> 13);
|
|
||||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
|
||||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Copy >> 13);
|
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
|
||||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
||||||
mask &= ~(uint)PermissionMask.Copy;
|
mask &= ~(uint)PermissionMask.Copy;
|
||||||
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
||||||
|
@ -1172,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
|
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
|
||||||
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
|
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
|
||||||
|
|
||||||
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
|
if (item.InvType == (int)InventoryType.Object)
|
||||||
{
|
{
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
uint perms = item.CurrentPermissions;
|
||||||
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
|
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
|
item.CurrentPermissions = perms;
|
||||||
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
|
|
||||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
|
||||||
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
item.CurrentPermissions &= item.NextPermissions;
|
item.CurrentPermissions &= item.NextPermissions;
|
||||||
|
|
|
@ -1900,6 +1900,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
ControllingClient.SendAgentTerseUpdate(this);
|
ControllingClient.SendAgentTerseUpdate(this);
|
||||||
|
|
||||||
PhysicsActor actor = PhysicsActor;
|
PhysicsActor actor = PhysicsActor;
|
||||||
|
|
||||||
|
// This will be the case if the agent is sitting on the groudn or on an object.
|
||||||
if (actor == null)
|
if (actor == null)
|
||||||
{
|
{
|
||||||
SendControlsToScripts(flagsForScripts);
|
SendControlsToScripts(flagsForScripts);
|
||||||
|
|
|
@ -71,7 +71,7 @@ public abstract class BSShape
|
||||||
lastReferenced = DateTime.Now;
|
lastReferenced = DateTime.Now;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called when this shape is being used again.
|
// Called when this shape is done being used.
|
||||||
protected virtual void DecrementReference()
|
protected virtual void DecrementReference()
|
||||||
{
|
{
|
||||||
referenceCount--;
|
referenceCount--;
|
||||||
|
@ -866,6 +866,8 @@ public class BSShapeHull : BSShape
|
||||||
public class BSShapeCompound : BSShape
|
public class BSShapeCompound : BSShape
|
||||||
{
|
{
|
||||||
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
||||||
|
public static Dictionary<string, BSShapeCompound> CompoundShapes = new Dictionary<string, BSShapeCompound>();
|
||||||
|
|
||||||
public BSShapeCompound(BulletShape pShape) : base(pShape)
|
public BSShapeCompound(BulletShape pShape) : base(pShape)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
@ -873,7 +875,9 @@ public class BSShapeCompound : BSShape
|
||||||
{
|
{
|
||||||
// Base compound shapes are not shared so this returns a raw shape.
|
// Base compound shapes are not shared so this returns a raw shape.
|
||||||
// A built compound shape can be reused in linksets.
|
// A built compound shape can be reused in linksets.
|
||||||
return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
|
BSShapeCompound ret = new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
|
||||||
|
CompoundShapes.Add(ret.AddrString, ret);
|
||||||
|
return ret;
|
||||||
}
|
}
|
||||||
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
|
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
|
||||||
{
|
{
|
||||||
|
@ -911,10 +915,21 @@ public class BSShapeCompound : BSShape
|
||||||
BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
|
BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
|
||||||
DereferenceAnonCollisionShape(physicsScene, childShape);
|
DereferenceAnonCollisionShape(physicsScene, childShape);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
lock (CompoundShapes)
|
||||||
|
CompoundShapes.Remove(physShapeInfo.AddrString);
|
||||||
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
|
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public static bool TryGetCompoundByPtr(BulletShape pShape, out BSShapeCompound outCompound)
|
||||||
|
{
|
||||||
|
lock (CompoundShapes)
|
||||||
|
{
|
||||||
|
string addr = pShape.AddrString;
|
||||||
|
return CompoundShapes.TryGetValue(addr, out outCompound);
|
||||||
|
}
|
||||||
|
}
|
||||||
private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
|
private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
|
||||||
{
|
{
|
||||||
BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
|
BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
|
||||||
|
@ -926,10 +941,13 @@ public class BSShapeCompound : BSShape
|
||||||
private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
|
private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
|
||||||
{
|
{
|
||||||
// TODO: figure a better way to go through all the shape types and find a possible instance.
|
// TODO: figure a better way to go through all the shape types and find a possible instance.
|
||||||
|
physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,shape={1}",
|
||||||
|
BSScene.DetailLogZero, pShape);
|
||||||
BSShapeMesh meshDesc;
|
BSShapeMesh meshDesc;
|
||||||
if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
|
if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
|
||||||
{
|
{
|
||||||
meshDesc.Dereference(physicsScene);
|
meshDesc.Dereference(physicsScene);
|
||||||
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundMesh,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -937,13 +955,15 @@ public class BSShapeCompound : BSShape
|
||||||
if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
|
if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
|
||||||
{
|
{
|
||||||
hullDesc.Dereference(physicsScene);
|
hullDesc.Dereference(physicsScene);
|
||||||
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundHull,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
BSShapeConvexHull chullDesc;
|
BSShapeConvexHull chullDesc;
|
||||||
if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc))
|
if (BSShapeConvexHull.TryGetConvexHullByPtr(pShape, out chullDesc))
|
||||||
{
|
{
|
||||||
chullDesc.Dereference(physicsScene);
|
chullDesc.Dereference(physicsScene);
|
||||||
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundConvexHull,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -951,20 +971,23 @@ public class BSShapeCompound : BSShape
|
||||||
if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
|
if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
|
||||||
{
|
{
|
||||||
gImpactDesc.Dereference(physicsScene);
|
gImpactDesc.Dereference(physicsScene);
|
||||||
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundgImpact,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Didn't find it in the lists of specific types. It could be compound.
|
// Didn't find it in the lists of specific types. It could be compound.
|
||||||
if (physicsScene.PE.IsCompound(pShape))
|
BSShapeCompound compoundDesc;
|
||||||
|
if (BSShapeCompound.TryGetCompoundByPtr(pShape, out compoundDesc))
|
||||||
{
|
{
|
||||||
BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
|
compoundDesc.Dereference(physicsScene);
|
||||||
recursiveCompound.Dereference(physicsScene);
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,recursiveCompoundShape,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// If none of the above, maybe it is a simple native shape.
|
// If none of the above, maybe it is a simple native shape.
|
||||||
if (physicsScene.PE.IsNativeShape(pShape))
|
if (physicsScene.PE.IsNativeShape(pShape))
|
||||||
{
|
{
|
||||||
|
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,assumingNative,shape={1}", BSScene.DetailLogZero, pShape);
|
||||||
BSShapeNative nativeShape = new BSShapeNative(pShape);
|
BSShapeNative nativeShape = new BSShapeNative(pShape);
|
||||||
nativeShape.Dereference(physicsScene);
|
nativeShape.Dereference(physicsScene);
|
||||||
}
|
}
|
||||||
|
@ -1021,6 +1044,8 @@ public class BSShapeConvexHull : BSShape
|
||||||
convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
|
convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
|
||||||
convexShape.shapeKey = newMeshKey;
|
convexShape.shapeKey = newMeshKey;
|
||||||
ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
|
ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
|
||||||
|
physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}",
|
||||||
|
BSScene.DetailLogZero, convexShape);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Done with the base mesh
|
// Done with the base mesh
|
||||||
|
@ -1049,7 +1074,7 @@ public class BSShapeConvexHull : BSShape
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Loop through all the known hulls and return the description based on the physical address.
|
// Loop through all the known hulls and return the description based on the physical address.
|
||||||
public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
|
public static bool TryGetConvexHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
|
||||||
{
|
{
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
BSShapeConvexHull foundDesc = null;
|
BSShapeConvexHull foundDesc = null;
|
||||||
|
|
|
@ -4394,7 +4394,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
UUID av = new UUID();
|
UUID av = new UUID();
|
||||||
if (!UUID.TryParse(agent,out av))
|
if (!UUID.TryParse(agent,out av))
|
||||||
{
|
{
|
||||||
LSLError("First parameter to llDialog needs to be a key");
|
LSLError("First parameter to llTextBox needs to be a key");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -557,7 +557,7 @@ namespace OpenSim.Services.Connectors.Hypergrid
|
||||||
}
|
}
|
||||||
catch
|
catch
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("[USER AGENT CONNECTOR]: Unable to contact remote server {0} for GetServerURLs", m_ServerURL);
|
m_log.DebugFormat("[USER AGENT CONNECTOR]: Unable to contact remote server {0} for GetServerURLs for user {1}", m_ServerURL, userID);
|
||||||
// reason = "Exception: " + e.Message;
|
// reason = "Exception: " + e.Message;
|
||||||
return serverURLs;
|
return serverURLs;
|
||||||
}
|
}
|
||||||
|
|
|
@ -485,8 +485,8 @@ namespace OpenSim.Services.Interfaces
|
||||||
if (kvp.ContainsKey("Token"))
|
if (kvp.ContainsKey("Token"))
|
||||||
Token = kvp["Token"].ToString();
|
Token = kvp["Token"].ToString();
|
||||||
|
|
||||||
m_log.DebugFormat("{0} New GridRegion. id={1}, loc=<{2},{3}>, size=<{4},{5}>",
|
// m_log.DebugFormat("{0} New GridRegion. id={1}, loc=<{2},{3}>, size=<{4},{5}>",
|
||||||
LogHeader, RegionID, RegionLocX, RegionLocY, RegionSizeX, RegionSizeY);
|
// LogHeader, RegionID, RegionLocX, RegionLocY, RegionSizeX, RegionSizeY);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -259,7 +259,6 @@ namespace OpenSim.Services.LLLoginService
|
||||||
|
|
||||||
FillOutRegionData(destination);
|
FillOutRegionData(destination);
|
||||||
m_log.DebugFormat("[LOGIN RESPONSE] LLLoginResponse create. sizeX={0}, sizeY={1}", RegionSizeX, RegionSizeY);
|
m_log.DebugFormat("[LOGIN RESPONSE] LLLoginResponse create. sizeX={0}, sizeY={1}", RegionSizeX, RegionSizeY);
|
||||||
Util.PrintCallStack();
|
|
||||||
|
|
||||||
FillOutSeedCap(aCircuit, destination, clientIP);
|
FillOutSeedCap(aCircuit, destination, clientIP);
|
||||||
|
|
||||||
|
|
|
@ -89,9 +89,9 @@
|
||||||
<Key Name="assetType" Value="10" />
|
<Key Name="assetType" Value="10" />
|
||||||
<Key Name="fileName" Value="llResetLandBanList.lsl" />
|
<Key Name="fileName" Value="llResetLandBanList.lsl" />
|
||||||
</Section>
|
</Section>
|
||||||
<Section Name="llResetLandPassList">
|
<Section Name="llSay">
|
||||||
<Key Name="assetID" Value="366ac8e9-b391-11dc-8314-0800200c9a66" />
|
<Key Name="assetID" Value="366ac8e9-b391-11dc-8314-0800200c9a66" />
|
||||||
<Key Name="name" Value="llResetLandPassList" />
|
<Key Name="name" Value="llSay" />
|
||||||
<Key Name="assetType" Value="10" />
|
<Key Name="assetType" Value="10" />
|
||||||
<Key Name="fileName" Value="llSay.lsl" />
|
<Key Name="fileName" Value="llSay.lsl" />
|
||||||
</Section>
|
</Section>
|
||||||
|
|
|
@ -195,7 +195,7 @@
|
||||||
<!-- S == <Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/> -->
|
<!-- S == <Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/> -->
|
||||||
<Section Name="llSay">
|
<Section Name="llSay">
|
||||||
<Key Name="inventoryID" Value="3af51d20-b38f-11dc-8314-0800200c9a66" />
|
<Key Name="inventoryID" Value="3af51d20-b38f-11dc-8314-0800200c9a66" />
|
||||||
<Key Name="assetID" Value="3af51d21-b38f-11dc-8314-0800200c9a66" />
|
<Key Name="assetID" Value="366ac8e9-b391-11dc-8314-0800200c9a66" />
|
||||||
<Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/>
|
<Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/>
|
||||||
<Key Name="description" Value="llS" />
|
<Key Name="description" Value="llS" />
|
||||||
<Key Name="name" Value="llSay" />
|
<Key Name="name" Value="llSay" />
|
||||||
|
|
Loading…
Reference in New Issue